From 2249abbbd8897379e81d530d9b13cef3158cf655 Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Thu, 15 Sep 2022 10:34:02 +0200 Subject: [PATCH] Updated Imgui to version 1.88 --- neo/libs/imgui/LICENSE.txt | 2 +- neo/libs/imgui/imconfig.h | 86 +- neo/libs/imgui/imgui.cpp | 12586 +++++++++++++++++++---------- neo/libs/imgui/imgui.h | 2370 ++++-- neo/libs/imgui/imgui_demo.cpp | 6019 +++++++++++--- neo/libs/imgui/imgui_draw.cpp | 2223 +++-- neo/libs/imgui/imgui_internal.h | 3800 ++++++--- neo/libs/imgui/imgui_tables.cpp | 4755 +++++++++++ neo/libs/imgui/imgui_widgets.cpp | 5513 +++++++------ neo/libs/imgui/imstb_rectpack.h | 42 +- neo/libs/imgui/imstb_textedit.h | 98 +- neo/libs/imgui/imstb_truetype.h | 658 +- 12 files changed, 27378 insertions(+), 10774 deletions(-) create mode 100644 neo/libs/imgui/imgui_tables.cpp diff --git a/neo/libs/imgui/LICENSE.txt b/neo/libs/imgui/LICENSE.txt index 3b439aa4..4023e0ca 100644 --- a/neo/libs/imgui/LICENSE.txt +++ b/neo/libs/imgui/LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2019 Omar Cornut +Copyright (c) 2014-2022 Omar Cornut Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/neo/libs/imgui/imconfig.h b/neo/libs/imgui/imconfig.h index 45e75ecf..e3dc27f6 100644 --- a/neo/libs/imgui/imconfig.h +++ b/neo/libs/imgui/imconfig.h @@ -3,10 +3,11 @@ // 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. //----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) -// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so 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. +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// 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. //----------------------------------------------------------------------------- @@ -14,30 +15,39 @@ #pragma once //---- 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) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows -// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// 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. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) -//---- Don't define obsolete functions/enums names. 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 avoid using soon-to-be 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. -//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. -//#define IMGUI_DISABLE_DEMO_WINDOWS -//#define IMGUI_DISABLE_METRICS_WINDOW +//---- 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. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88). //---- 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. -//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#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_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices'). -//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. -//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. +//#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. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#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 //#define IMGUI_INCLUDE_IMGUI_USER_H @@ -45,45 +55,67 @@ //---- 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...) +//#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 imgui cpp files. +// 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 enabled //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//---- 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 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 + //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. /* -#define IM_VEC2_CLASS_EXTRA \ - ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ operator MyVec2() const { return MyVec2(x,y); } -#define IM_VEC4_CLASS_EXTRA \ - ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. -// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). -// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +//---- 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). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int -//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) //struct ImDrawList; //struct ImDrawCmd; //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //#define ImDrawCallback MyImDrawCallback -//---- Debug Tools -// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//---- Debug Tools: Macro to break in Debugger +// (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() -// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. + +//---- 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. /* namespace ImGui diff --git a/neo/libs/imgui/imgui.cpp b/neo/libs/imgui/imgui.cpp index 46ac7cd9..e03b5317 100644 --- a/neo/libs/imgui/imgui.cpp +++ b/neo/libs/imgui/imgui.cpp @@ -1,18 +1,30 @@ -// dear imgui, v1.73 +// dear imgui, v1.88 // (main code and documentation) -// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. -// Get latest version at https://github.com/ocornut/imgui -// Releases change-log at https://github.com/ocornut/imgui/releases -// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2529 +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Issues & support https://github.com/ocornut/imgui/issues + +// 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. // 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 I need your support to sustain development and maintenance. -// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README. -// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui. +// 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. // 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 @@ -28,50 +40,39 @@ DOCUMENTATION - MISSION STATEMENT - END-USER GUIDE -- PROGRAMMER GUIDE (read me!) - - Read first. - - How to update to a newer version of Dear ImGui. - - Getting started with integrating Dear ImGui in your code/engine. - - This is how a simple application may look like (2 variations). - - This is how a simple rendering function may look like. - - Using gamepad/keyboard navigation controls. +- 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), TIPS - - Where is the documentation? - - Which version should I get? - - Who uses Dear ImGui? - - Why the odd dual naming, "Dear ImGui" vs "ImGui"? - - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - - How can I display an image? What is ImTextureID, how does it works? - - Why are multiple widgets reacting when I interact with a single one? How can I have - multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... - - How can I use my own math types instead of ImVec2/ImVec4? - - How can I load a different font than the default? - - How can I easily use icons in my application? - - How can I load multiple fonts? - - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - - How can I interact with standard C++ types (such as std::string and std::vector)? - - How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API) - - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) - - I integrated Dear ImGui in my engine and the text or lines are blurry.. - - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - - How can I help? +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) CODE (search for "[SECTION]" in the code to find them) +// [SECTION] INCLUDES // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS -// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) -// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) // [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage // [SECTION] ImGuiTextFilter // [SECTION] ImGuiTextBuffer // [SECTION] ImGuiListClipper +// [SECTION] STYLING // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING +// [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS @@ -79,8 +80,11 @@ CODE // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS +// [SECTION] VIEWPORTS // [SECTION] PLATFORM DEPENDENT HELPERS -// [SECTION] METRICS/DEBUG WINDOW +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) */ @@ -96,14 +100,14 @@ CODE - Easy to use to create code-driven and data-driven tools. - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. - Easy to hack and improve. - - Minimize screen real-estate usage. - 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 (NB- we do allocate when "growing" content e.g. creating a window,. - opening a tree node for the first time, etc. but a typical frame should not allocate anything). + - Efficient runtime and memory consumption. + + Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: - Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: - Doesn't look fancy, doesn't animate. - Limited layout features, intricate layouts are typically crafted in code. @@ -126,28 +130,27 @@ CODE - 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. - - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative 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://goo.gl/9LgVZW + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets PROGRAMMER GUIDE ================ - READ FIRST: - - - Read the FAQ below this section! - - 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, less bugs. + 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. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - 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 docs/README.md. + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. - For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + 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 are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - 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. @@ -157,31 +160,39 @@ CODE 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!). - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI: - - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) - - Or maintain your own branch where you have imconfig.h modified. + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - 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. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed 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! - - Try to keep your copy of dear imgui reasonably up to date. + - 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. - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE: + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - - Add the Dear ImGui source files to your projects or using your preferred build system. - It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). + - 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. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). - - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. - HOW A SIMPLE APPLICATION MAY LOOK LIKE: - EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder). + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + 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(); @@ -190,7 +201,7 @@ CODE // 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 bindings (here we are using imgui_impl_win32 and imgui_impl_dx11) + // 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); @@ -216,8 +227,7 @@ CODE ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - HOW A SIMPLE APPLICATION MAY LOOK LIKE: - EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -232,26 +242,26 @@ CODE 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 your your graphic system: + // 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 below for details about ImTextureID. + // 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->TexID = (void*)texture; + 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 bindings) + // (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.MousePos = my_mouse_pos; // set the mouse position - io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states - io.MouseDown[1] = my_mouse_buttons[1]; + 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 mainloop to be able to use Dear ImGui everywhere) + // (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 @@ -271,14 +281,23 @@ CODE // Shutdown ImGui::DestroyContext(); - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE: + 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! + + + 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 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]; @@ -293,70 +312,69 @@ CODE } else { - // The texture for the draw call is specified by pcmd->TextureId. - // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->TextureId); + // 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 supports it. + // 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 (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) - // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. - // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - 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) - ImVec2 pos = draw_data->DisplayPos; - MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); + 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-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices. - MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + // 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); } - idx_buffer += pcmd->ElemCount; } } } - - The examples/ folders contains many actual implementation of the pseudo-codes above. - - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. - They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the - rest of your application. In every cases you need to pass on the inputs to Dear ImGui. Refer to the FAQ for more information. - - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! 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! + - 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. - - Gamepad: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). - Note that io.NavInputs[] is cleared by EndFrame(). - - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: - 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - Your 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.). - - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. - - If you need to share inputs between your game and the imgui parts, 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. - Keyboard: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - - 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: + - 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 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - 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 back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding 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 as moving back and forth!) + 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.) @@ -366,12 +384,141 @@ CODE Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. - When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 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. + - 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] + 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() (+ 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 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. + - 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 + - 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 + - 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(). + - 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). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - 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). + - 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. + - 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 + - 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. + - 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. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 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. + - 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. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 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 + - 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 + - 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. - 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. + - 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. @@ -382,7 +529,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -403,10 +550,10 @@ CODE - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. - 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 bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. - when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. - in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 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. - 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. @@ -416,7 +563,7 @@ CODE - 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). - 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 binding ahead of merging the Nav branch). + - 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. - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. @@ -460,7 +607,7 @@ CODE - 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 binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/25 (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). @@ -473,29 +620,24 @@ CODE - 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 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. - - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. - 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. + - 2016/07/30 (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. - If your TitleBg/TitleBgActive alpha was <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 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). - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. - - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337). + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. @@ -512,7 +654,7 @@ CODE 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_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - 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). @@ -526,7 +668,7 @@ CODE - 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. - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence - - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. @@ -548,14 +690,13 @@ CODE - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) - 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. - (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; } - became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; } - 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. - (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. - (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 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. + - 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 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility @@ -569,409 +710,120 @@ CODE - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - ====================================== + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.org/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. + + Q&A: Basics + =========== Q: Where is the documentation? - A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + 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. + - 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 to it. + associated with it. + Q: What is this library called? Q: Which version should I get? - A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe - and recommended to sync to master/latest. The library is fairly stable and regressions tend to be - fixed fast when reported. You may also peak at the 'docking' branch which includes: - - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) - - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) - Many projects are using this branch and it is kept in sync with master regularly. + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.org/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: 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. + + 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: 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 + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - 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 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 + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + 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 + + Q&A: Concerns + ============= Q: Who uses Dear ImGui? - A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and - "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages - for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + 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 - Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? - A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when - when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI - (immediate-mode graphical user interface) was coined before and is being used in variety of other - situations (e.g. Unity uses it own implementation of the IMGUI paradigm). - To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, - longer name "Dear ImGui" that people can use to refer to this specific library. - Please try to refer to this library as "Dear ImGui". - - Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? - A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). - Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. - This is because imgui needs to detect that you clicked in the void to unfocus its own windows. - Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). - It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. - Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also - perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). - Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically - have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs - were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) - - Q: How can I display an image? What is ImTextureID, how does it works? - A: Short explanation: - - Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). - Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. - - Long explanation: - - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. - At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code - to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). - - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - We carry the information to identify a "texture" in the ImTextureID type. - ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. - Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. - - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying - an image from the end-user perspective. This is what the _examples_ rendering functions are using: - - OpenGL: ImTextureID = GLuint (see ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp) - DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) - DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) - DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) - - For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. - Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure - tying together both the texture and information about its format and how to read it. - - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about - the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase - is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. - If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID - representation suggested by the example bindings is probably the best choice. - (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) - - User code may do: - - // Cast our texture type to ImTextureID / void* - MyTexture* texture = g_CoffeeTableTexture; - ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); - - The renderer function called after ImGui::Render() will receive that same value that the user code passed: - - // Cast ImTextureID / void* stored in the draw command as our texture type - MyTexture* texture = (MyTexture*)pcmd->TextureId; - MyEngineBindTexture2D(texture); - - Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. - This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. - If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. - - Refer to the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11: - - https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - - C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. - Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. - Examples: - - GLuint my_tex = XXX; - void* my_void_ptr; - my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) - my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint - - ID3D11ShaderResourceView* my_dx11_srv = XXX; - void* my_void_ptr; - my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* - my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* - - Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. - - Q: Why are multiple widgets reacting when I interact with a single one? - Q: How can I have multiple widgets with the same label or with an empty label? - A: A primer on labels and the ID Stack... - - Dear ImGui internally need to uniquely identify UI elements. - Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. - Interactive widgets (such as calls to Button buttons) need a unique ID. - Unique ID are used internally to track active widgets and occasionally associate state to widgets. - Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. - - - Unique ID are often derived from a string label: - - Button("OK"); // Label = "OK", ID = hash of (..., "OK") - Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel") - - - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having - two buttons labeled "OK" in different windows or different tree locations is fine. - We used "..." above to signify whatever was already pushed to the ID stack previously: - - Begin("MyWindow"); - Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") - End(); - Begin("MyOtherWindow"); - Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") - End(); - - - If you have a same ID twice in the same location, you'll have a conflict: - - Button("OK"); - Button("OK"); // ID collision! Interacting with either button will trigger the first one. - - Fear not! this is easy to solve and there are many ways to solve it! - - - Solving ID conflict in a simple/local context: - When passing a label you can optionally specify extra ID information within string itself. - Use "##" to pass a complement to the ID that won't be visible to the end-user. - This helps solving the simple collision cases when you know e.g. at compilation time which items - are going to be created: - - Begin("MyWindow"); - Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") - Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above - Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above - End(); - - - If you want to completely hide the label, but still need an ID: - - Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! - - - Occasionally/rarely you might want change a label while preserving a constant ID. This allows - you to animate labels. For example you may want to include varying information in a window title bar, - but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: - - Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") - Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different - - sprintf(buf, "My game (%f FPS)###MyGame", fps); - Begin(buf); // Variable title, ID = hash of "MyGame" - - - Solving ID conflict in a more general manner: - Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts - within the same window. This is the most convenient way of distinguishing ID when iterating and - creating many UI elements programmatically. - You can push a pointer, a string or an integer value into the ID stack. - Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. - At each level of the stack we store the seed used for items at this level of the ID stack. - - Begin("Window"); - for (int i = 0; i < 100; i++) - { - PushID(i); // Push i to the id tack - Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") - PopID(); - } - for (int i = 0; i < 100; i++) - { - MyObject* obj = Objects[i]; - PushID(obj); - Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") - PopID(); - } - for (int i = 0; i < 100; i++) - { - MyObject* obj = Objects[i]; - PushID(obj->Name); - Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") - PopID(); - } - End(); - - - You can stack multiple prefixes into the ID stack: - - Button("Click"); // Label = "Click", ID = hash of (..., "Click") - PushID("node"); - Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") - PushID(my_ptr); - Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") - PopID(); - PopID(); - - - Tree nodes implicitly creates a scope for you by calling PushID(). - - Button("Click"); // Label = "Click", ID = hash of (..., "Click") - if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) - { - Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") - TreePop(); - } - - - When working with trees, ID are used to preserve the open/close state of each tree node. - Depending on your use cases you may want to use strings, indices or pointers as ID. - e.g. when following a single pointer that may change over time, using a static string as ID - will preserve your node open/closed state when the targeted object change. - e.g. when displaying a list of objects, using indices or pointers as ID will preserve the - node open/closed state differently. See what makes more sense in your situation! - - Q: How can I use my own math types instead of ImVec2/ImVec4? - A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. - This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. - - Q: How can I load a different font than the default? - A: Use the font atlas to load the TTF/OTF file you want: - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. - (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) - (Read the 'misc/fonts/README.txt' file for more details about font loading.) - - New programmers: remember that in C/C++ and most programming languages if you want to use a - backslash \ within a string literal, you need to write it double backslash "\\": - io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) - io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT - io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT - - Q: How can I easily use icons in my application? - A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you - main font. Then you can refer to icons within your strings. - You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. - (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) - With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas, - and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API. - - Q: How can I load multiple fonts? - A: Use the font atlas to pack them into a single texture: - (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) - - ImGuiIO& io = ImGui::GetIO(); - ImFont* font0 = io.Fonts->AddFontDefault(); - ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - // the first loaded font gets used by default - // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime - - // Options - ImFontConfig config; - config.OversampleH = 2; - config.OversampleV = 1; - config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up - config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); - - // Combine multiple fonts into one (e.g. for icon fonts) - static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; - ImFontConfig config; - config.MergeMode = true; - io.Fonts->AddFontDefault(); - io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs - - Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. - - // Add default Japanese ranges - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); - - // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) - ImVector ranges; - ImFontGlyphRangesBuilder builder; - builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) - builder.AddChar(0x7262); // Add a specific character - builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges - builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); - - All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 - by using the u8"hello" syntax. Specifying literal in your source code using a local code page - (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! - Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - - Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). - The applications in examples/ are doing that. - Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). - You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. - Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for - the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. - - Q: How can I interact with standard C++ types (such as std::string and std::vector)? - A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), - and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use - any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. - - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. - - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API - lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. - Prefer using them over the old and awkward Combo()/ListBox() api. - - Generally for most high-level types you should be able to access the underlying data type. - You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). - - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass - to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. - Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. - Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those - are not configurable and not the same across implementations. - - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount - of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern - is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. - One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str - This is a small helper where you can instance strings with configurable local buffers length. Many game engines will - provide similar or better string helpers. - - Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. - (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) - Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display - contents behind or over every other imgui windows (one bg/fg drawlist per viewport). - - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create - your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. - - Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". - (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) - - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) - This is the preferred solution for developer productivity. - In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple - and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect - to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. - Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. - - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends - the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. - - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate - for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing - for screen real-estate and precision. - - Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. - A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). - Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. - - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - A: You are probably mishandling the clipping rectangles in your render function. - Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + Q&A: Community + ============== Q: How can I help? - A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + 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! - - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. - - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. - - 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 (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. - But even without visuals, disclosing your use of dear imgui help 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). - - - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. - this is also useful to set yourself in the context of another window (to get/set other settings) - - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". - - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle - of a deep nested inner loop in your code. - - tip: you can call Render() multiple times (e.g for VR renders). - - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! + - 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). */ +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #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_internal.h" +// System includes #include // toupper #include // vsnprintf, sscanf, printf #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier @@ -980,34 +832,67 @@ CODE #include // intptr_t #endif -// 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 +// [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) + #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) + #define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) + #ifndef WIN32_LEAN_AND_MEAN + #define WIN32_LEAN_AND_MEAN + #endif + #ifndef NOMINMAX + #define NOMINMAX + #endif + #ifndef __MINGW32__ + #include // _wfopen, OpenClipboard + #else + #include + #endif + #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions + #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + #endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) + #include +#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: 4127) // condition expression is constant + #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen + #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: 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 // Clang/GCC warnings with -Weverything #if defined(__clang__) - #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! - #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 (typically 0.0f) is ok. - #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. - #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. - #pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. - #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // - #pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. - #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' - #if __has_warning("-Wzero-as-null-pointer-constant") - #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 - #endif - #if __has_warning("-Wdouble-promotion") - #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. + #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 + #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 (typically 0.0f) is ok. + #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. + #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. + #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. + #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness + #pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. + #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' + #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 + #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. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -1021,14 +906,19 @@ CODE #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 +// 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 -// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) -static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +// 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_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 certaint time, unless mouse moved. +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. //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -1036,51 +926,69 @@ static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock static void SetCurrentWindow( ImGuiWindow* window ); static void FindHoveredWindow(); -static ImGuiWindow* CreateNewWindow( const char* name, ImVec2 size, ImGuiWindowFlags flags ); -static void CheckStacksSize( ImGuiWindow* window, bool write ); -static ImVec2 CalcNextScrollFromScrollTargetAndClamp( ImGuiWindow* window, bool snap_on_edges ); +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 ); -static ImRect GetViewportRect(); - // Settings -static void* SettingsHandlerWindow_ReadOpen( ImGuiContext*, ImGuiSettingsHandler*, const char* name ); -static void SettingsHandlerWindow_ReadLine( ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line ); -static void SettingsHandlerWindow_WriteAll( ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf ); +static void WindowSettingsHandler_ClearAll( ImGuiContext*, ImGuiSettingsHandler* ); +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 void ImeSetInputScreenPosFn_DefaultImpl( int x, int y ); +static void SetPlatformImeDataFn_DefaultImpl( ImGuiViewport* viewport, ImGuiPlatformImeData* data ); namespace ImGui { -static bool BeginChildEx( const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags ); - // Navigation static void NavUpdate(); static void NavUpdateWindowing(); static void NavUpdateWindowingOverlay(); -static void NavUpdateMoveResult(); -static float NavUpdatePageUpPageDown( int allowed_dir_flags ); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); -static bool NavScoreItem( ImGuiNavMoveResult* result, ImRect cand ); -static void NavProcessItem( ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id ); +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 ); +// 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 UpdateManualResize( ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4] ); -static void UpdateDebugToolItemPicker(); +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, 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 +static void UpdateViewportsNewFrame(); } @@ -1088,27 +996,33 @@ static void RenderWindowTitleBarContents( ImGuiWindow* window, const // [SECTION] CONTEXT AND MEMORY ALLOCATORS //----------------------------------------------------------------------------- +// 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. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. -// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). -// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call -// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. -// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. -// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. -// If you want thread-safety to allow N threads to access N different contexts, you can: -// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: -// struct ImGuiContext; -// extern thread_local ImGuiContext* MyImGuiTLS; -// #define GImGui MyImGuiTLS -// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. -// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 -// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - 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; #endif // Memory Allocator functions. Use SetAllocatorFunctions() to change them. -// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. -// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - 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 ) { @@ -1135,20 +1049,20 @@ static void FreeWrapper( void* ptr, void* user_data ) IM_ASSERT( 0 ); } #endif - -static void* ( *GImAllocatorAllocFunc )( size_t size, void* user_data ) = MallocWrapper; -static void ( *GImAllocatorFreeFunc )( void* ptr, void* user_data ) = FreeWrapper; -static void* GImAllocatorUserData = NULL; +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- -// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() { - Alpha = 1.0f; // Global alpha applies to everything in ImGui + 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 = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows + 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 @@ -1162,24 +1076,29 @@ ImGuiStyle::ImGuiStyle() 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 + 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 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 when button is larger than text. - DisplayWindowPadding = ImVec2( 19, 19 ); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + 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-aliasing on lines/borders. Disable if you are really short on CPU/GPU. - AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + 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. // Default theme ImGui::StyleColorsDark( this ); @@ -1198,6 +1117,7 @@ void ImGuiStyle::ScaleAllSizes( float 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 ); @@ -1205,7 +1125,9 @@ void ImGuiStyle::ScaleAllSizes( float 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 ); @@ -1215,6 +1137,7 @@ 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; @@ -1222,15 +1145,17 @@ ImGuiIO::ImGuiIO() DisplaySize = ImVec2( -1.0f, -1.0f ); DeltaTime = 1.0f / 60.0f; IniSavingRate = 5.0f; - IniFilename = "imgui.ini"; + 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; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for( int i = 0; i < ImGuiKey_COUNT; i++ ) { KeyMap[i] = -1; } - KeyRepeatDelay = 0.250f; +#endif + KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; @@ -1247,10 +1172,11 @@ ImGuiIO::ImGuiIO() #else ConfigMacOSXBehaviors = false; #endif + ConfigInputTrickleEventQueue = true; ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; - ConfigWindowsMemoryCompactTimer = 60.0f; + ConfigMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; @@ -1258,12 +1184,7 @@ ImGuiIO::ImGuiIO() GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; ClipboardUserData = NULL; - ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; - ImeWindowHandle = NULL; - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - RenderDrawListsFn = NULL; -#endif + SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2( -FLT_MAX, -FLT_MAX ); @@ -1273,36 +1194,92 @@ ImGuiIO::ImGuiIO() { MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; } - for( int i = 0; i < IM_ARRAYSIZE( KeysDownDuration ); i++ ) + for( int i = 0; i < IM_ARRAYSIZE( KeysData ); i++ ) { - KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; + KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } for( int i = 0; i < IM_ARRAYSIZE( NavInputsDownDuration ); i++ ) { NavInputsDownDuration[i] = -1.0f; } + AppAcceptingEvents = true; + BackendUsingLegacyKeyArrays = ( ImS8 ) - 1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API void ImGuiIO::AddInputCharacter( unsigned int c ) { - if( c > 0 && c < 0x10000 ) + ImGuiContext& g = *GImGui; + IM_ASSERT( &g.IO == this && "Can only add events to current context." ); + if( c == 0 || !AppAcceptingEvents ) { - InputQueueCharacters.push_back( ( ImWchar )c ); + return; } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + 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 ) || !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 +#else + cp = ( ImWchar )( ( ( InputQueueSurrogate - 0xD800 ) << 10 ) + ( c - 0xDC00 ) + 0x10000 ); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter( ( unsigned )cp ); } void ImGuiIO::AddInputCharactersUTF8( const char* utf8_chars ) { + if( !AppAcceptingEvents ) + { + return; + } while( *utf8_chars != 0 ) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8( &c, utf8_chars, NULL ); - if( c > 0 && c < 0x10000 ) + if( c != 0 ) { - InputQueueCharacters.push_back( ( ImWchar )c ); + AddInputCharacter( c ); } } } @@ -1312,10 +1289,262 @@ void ImGuiIO::ClearInputCharacters() InputQueueCharacters.resize( 0 ); } +void ImGuiIO::ClearInputKeys() +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + 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 = ImGuiModFlags_None; + for( int n = 0; n < IM_ARRAYSIZE( NavInputsDownDuration ); n++ ) + { + NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f; + } +} + +// 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 +void ImGuiIO::AddKeyAnalogEvent( ImGuiKey key, bool down, float analog_value ) +{ + //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); } + if( key == ImGuiKey_None || !AppAcceptingEvents ) + { + 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. + + // 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; +#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 ); +} + +void ImGuiIO::AddKeyEvent( ImGuiKey key, bool down ) +{ + if( !AppAcceptingEvents ) + { + return; + } + AddKeyAnalogEvent( key, down, down ? 1.0f : 0.0f ); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// 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 + + // 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 ) ) + { + return; + } + KeyMap[legacy_key] = key; + KeyMap[key] = legacy_key; +#else + 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." ); + if( !AppAcceptingEvents ) + { + return; + } + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.MousePos.PosX = x; + e.MousePos.PosY = y; + 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 ); + if( !AppAcceptingEvents ) + { + 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 ); +} + +// Queue a mouse wheel event (most mouse/API will only have a Y component) +void ImGuiIO::AddMouseWheelEvent( float wheel_x, float wheel_y ) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT( &g.IO == this && "Can only add events to current context." ); + if( ( wheel_x == 0.0f && wheel_y == 0.0f ) || !AppAcceptingEvents ) + { + 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 ); +} + +void ImGuiIO::AddFocusEvent( bool focused ) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT( &g.IO == this && "Can only add events to current context." ); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back( e ); +} + //----------------------------------------------------------------------------- -// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- +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; +} + +// 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 ); + } +} + +// 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; +} + ImVec2 ImLineClosestPoint( const ImVec2& a, const ImVec2& b, const ImVec2& p ) { ImVec2 ap = p - a; @@ -1372,6 +1601,10 @@ ImVec2 ImTriangleClosestPoint( const ImVec2& a, const ImVec2& b, const ImVec2& c return proj_ca; } +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + // 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 ) { @@ -1440,7 +1673,7 @@ const char* ImStrchrRange( const char* str, const char* str_end, char c ) int ImStrlenW( const ImWchar* str ) { - //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit int n = 0; while( *str++ ) { @@ -1517,15 +1750,31 @@ void ImStrTrimBlanks( char* buf ) buf[p - p_start] = 0; // Zero terminate } +const char* ImStrSkipBlank( const char* 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). // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. // B) When buf==NULL vsnprintf() will return the output size. -#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS -//#define IMGUI_USE_STB_SPRINTF +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// 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 #define STB_SPRINTF_IMPLEMENTATION - #include "imstb_sprintf.h" + #ifdef IMGUI_STB_SPRINTF_FILENAME + #include IMGUI_STB_SPRINTF_FILENAME + #else + #include "stb_sprintf.h" + #endif #endif #if defined(_MSC_VER) && !defined(vsnprintf) @@ -1572,7 +1821,32 @@ int ImFormatStringV( char* buf, size_t buf_size, const char* fmt, va_list args ) buf[w] = 0; return w; } -#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer( const char** out_buf, const char** out_buf_end, const char* fmt, ... ) +{ + ImGuiContext& g = *GImGui; + va_list args; + va_start( args, fmt ); + 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; + } + va_end( args ); +} + +void ImFormatStringToTempBufferV( const char** out_buf, const char** out_buf_end, const char* fmt, va_list args ) +{ + ImGuiContext& g = *GImGui; + 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: @@ -1600,7 +1874,7 @@ static const ImU32 GCrc32LookupTable[256] = // 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. -ImU32 ImHashData( const void* data_p, size_t data_size, ImU32 seed ) +ImGuiID ImHashData( const void* data_p, size_t data_size, ImU32 seed ) { ImU32 crc = ~seed; const unsigned char* data = ( const unsigned char* )data_p; @@ -1618,7 +1892,7 @@ ImU32 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. -ImU32 ImHashStr( const char* data_p, size_t data_size, ImU32 seed ) +ImGuiID ImHashStr( const char* data_p, size_t data_size, ImU32 seed ) { seed = ~seed; ImU32 crc = seed; @@ -1650,55 +1924,83 @@ ImU32 ImHashStr( const char* data_p, size_t data_size, ImU32 seed ) return ~crc; } -FILE* ImFileOpen( const char* filename, const char* mode ) +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen( const char* filename, const char* mode ) { -#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__) - // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) - const int filename_wsize = ImTextCountCharsFromUtf8( filename, NULL ) + 1; - const int mode_wsize = ImTextCountCharsFromUtf8( mode, NULL ) + 1; +#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 ); - ImTextStrFromUtf8( &buf[0], filename_wsize, filename, NULL ); - ImTextStrFromUtf8( &buf[filename_wsize], mode_wsize, mode, NULL ); - return _wfopen( ( wchar_t* )&buf[0], ( wchar_t* )&buf[filename_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] ); #else return fopen( filename, mode ); #endif } -// Load file content into memory -// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() -void* ImFileLoadToMemory( const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes ) +// 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 ) { - IM_ASSERT( filename && file_open_mode ); + 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; } - FILE* f; - if( ( f = ImFileOpen( filename, file_open_mode ) ) == NULL ) + ImFileHandle f; + if( ( f = ImFileOpen( filename, mode ) ) == NULL ) { return NULL; } - long file_size_signed; - if( fseek( f, 0, SEEK_END ) || ( file_size_signed = ftell( f ) ) == -1 || fseek( f, 0, SEEK_SET ) ) + size_t file_size = ( size_t )ImFileGetSize( f ); + if( file_size == ( size_t ) - 1 ) { - fclose( f ); + ImFileClose( f ); return NULL; } - size_t file_size = ( size_t )file_size_signed; void* file_data = IM_ALLOC( file_size + padding_bytes ); if( file_data == NULL ) { - fclose( f ); + ImFileClose( f ); return NULL; } - if( fread( file_data, 1, file_size, f ) != file_size ) + if( ImFileRead( file_data, 1, file_size, f ) != file_size ) { - fclose( f ); + ImFileClose( f ); IM_FREE( file_data ); return NULL; } @@ -1707,7 +2009,7 @@ void* ImFileLoadToMemory( const char* filename, const char* file_open_mode, size memset( ( void* )( ( ( char* )file_data ) + file_size ), 0, ( size_t )padding_bytes ); } - fclose( f ); + ImFileClose( f ); if( out_file_size ) { *out_file_size = file_size; @@ -1720,113 +2022,61 @@ void* ImFileLoadToMemory( const char* filename, const char* file_open_mode, size // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) //----------------------------------------------------------------------------- -// Convert UTF-8 to 32-bits character, process single character input. -// Based on stb_from_utf8() from github.com/nothings/stb/ +// 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 ) { - unsigned int c = ( unsigned int ) - 1; - const unsigned char* str = ( const unsigned char* )in_text; - if( !( *str & 0x80 ) ) + 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 ) { - c = ( unsigned int )( *str++ ); - *out_char = c; - return 1; + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. } - if( ( *str & 0xe0 ) == 0xc0 ) + + // 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 ) { - *out_char = 0xFFFD; // will be invalid but not end of string - if( in_text_end && in_text_end - ( const char* )str < 2 ) - { - return 1; - } - if( *str < 0xc2 ) - { - return 2; - } - c = ( unsigned int )( ( *str++ & 0x1f ) << 6 ); - if( ( *str & 0xc0 ) != 0x80 ) - { - return 2; - } - c += ( *str++ & 0x3f ); - *out_char = c; - return 2; + // 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; } - if( ( *str & 0xf0 ) == 0xe0 ) - { - *out_char = 0xFFFD; // will be invalid but not end of string - if( in_text_end && in_text_end - ( const char* )str < 3 ) - { - return 1; - } - if( *str == 0xe0 && ( str[1] < 0xa0 || str[1] > 0xbf ) ) - { - return 3; - } - if( *str == 0xed && str[1] > 0x9f ) - { - return 3; // str[1] < 0x80 is checked below - } - c = ( unsigned int )( ( *str++ & 0x0f ) << 12 ); - if( ( *str & 0xc0 ) != 0x80 ) - { - return 3; - } - c += ( unsigned int )( ( *str++ & 0x3f ) << 6 ); - if( ( *str & 0xc0 ) != 0x80 ) - { - return 3; - } - c += ( *str++ & 0x3f ); - *out_char = c; - return 3; - } - if( ( *str & 0xf8 ) == 0xf0 ) - { - *out_char = 0xFFFD; // will be invalid but not end of string - if( in_text_end && in_text_end - ( const char* )str < 4 ) - { - return 1; - } - if( *str > 0xf4 ) - { - return 4; - } - if( *str == 0xf0 && ( str[1] < 0x90 || str[1] > 0xbf ) ) - { - return 4; - } - if( *str == 0xf4 && str[1] > 0x8f ) - { - return 4; // str[1] < 0x80 is checked below - } - c = ( unsigned int )( ( *str++ & 0x07 ) << 18 ); - if( ( *str & 0xc0 ) != 0x80 ) - { - return 4; - } - c += ( unsigned int )( ( *str++ & 0x3f ) << 12 ); - if( ( *str & 0xc0 ) != 0x80 ) - { - return 4; - } - c += ( unsigned int )( ( *str++ & 0x3f ) << 6 ); - if( ( *str & 0xc0 ) != 0x80 ) - { - return 4; - } - c += ( *str++ & 0x3f ); - // utf-8 encodings of values used in surrogate pairs are invalid - if( ( c & 0xFFFFF800 ) == 0xD800 ) - { - return 4; - } - *out_char = c; - return 4; - } - *out_char = 0; - return 0; + + return wanted; } int ImTextStrFromUtf8( ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining ) @@ -1841,10 +2091,7 @@ int ImTextStrFromUtf8( ImWchar* buf, int buf_size, const char* in_text, const ch { break; } - if( c < 0x10000 ) // FIXME: Losing characters that don't fit in 2 bytes - { - *buf_out++ = ( ImWchar )c; - } + *buf_out++ = ( ImWchar )c; } *buf_out = 0; if( in_text_remaining ) @@ -1865,16 +2112,13 @@ int ImTextCountCharsFromUtf8( const char* in_text, const char* in_text_end ) { break; } - if( c < 0x10000 ) - { - char_count++; - } + char_count++; } return char_count; } // Based on stb_to_utf8() from github.com/nothings/stb/ -static inline int ImTextCharToUtf8( char* buf, int buf_size, unsigned int c ) +static inline int ImTextCharToUtf8_inline( char* buf, int buf_size, unsigned int c ) { if( c < 0x80 ) { @@ -1891,11 +2135,18 @@ static inline int ImTextCharToUtf8( char* buf, int buf_size, unsigned int c ) buf[1] = ( char )( 0x80 + ( c & 0x3f ) ); return 2; } - if( c >= 0xdc00 && c < 0xe000 ) + if( c < 0x10000 ) { - return 0; + 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 >= 0xd800 && c < 0xdc00 ) + if( c <= 0x10FFFF ) { if( buf_size < 4 ) { @@ -1907,24 +2158,22 @@ static inline int ImTextCharToUtf8( char* buf, int buf_size, unsigned int c ) buf[3] = ( char )( 0x80 + ( ( c ) & 0x3f ) ); return 4; } - //else 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; - } + // 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; } // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar( const char* in_text, const char* in_text_end ) { - unsigned int dummy = 0; - return ImTextCharFromUtf8( &dummy, in_text, in_text_end ); + unsigned int unused = 0; + return ImTextCharFromUtf8( &unused, in_text, in_text_end ); } static inline int ImTextCountUtf8BytesFromChar( unsigned int c ) @@ -1937,35 +2186,35 @@ static inline int ImTextCountUtf8BytesFromChar( unsigned int c ) { return 2; } - if( c >= 0xdc00 && c < 0xe000 ) + if( c < 0x10000 ) { - return 0; + return 3; } - if( c >= 0xd800 && c < 0xdc00 ) + if( c <= 0x10FFFF ) { return 4; } return 3; } -int ImTextStrToUtf8( char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end ) +int ImTextStrToUtf8( char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end ) { - char* buf_out = buf; - const char* buf_end = buf + buf_size; - while( buf_out < buf_end - 1 && ( !in_text_end || in_text < in_text_end ) && *in_text ) + 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_out++ = ( char )c; + *buf_p++ = ( char )c; } else { - buf_out += ImTextCharToUtf8( buf_out, ( int )( buf_end - buf_out - 1 ), c ); + buf_p += ImTextCharToUtf8_inline( buf_p, ( int )( buf_end - buf_p - 1 ), c ); } } - *buf_out = 0; - return ( int )( buf_out - buf ); + *buf_p = 0; + return ( int )( buf_p - out_buf ); } int ImTextCountUtf8BytesFromStr( const ImWchar* in_text, const ImWchar* in_text_end ) @@ -1987,10 +2236,19 @@ int ImTextCountUtf8BytesFromStr( const ImWchar* in_text, const ImWchar* in_text_ } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPERS/UTILTIES (Color functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) // Note: The Convert functions are early design which are not consistent with other API. //----------------------------------------------------------------------------- +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 ); +} + ImVec4 ImGui::ColorConvertU32ToFloat4( ImU32 in ) { float s = 1.0f / 255.0f; @@ -2087,40 +2345,6 @@ void ImGui::ColorConvertHSVtoRGB( float h, float s, float v, float& out_r, float } } -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 ); -} - -ImU32 ImGui::GetColorU32( const ImVec4& col ) -{ - 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]; -} - -ImU32 ImGui::GetColorU32( ImU32 col ) -{ - float style_alpha = GImGui->Style.Alpha; - 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 ); -} - //----------------------------------------------------------------------------- // [SECTION] ImGuiStorage // Helper: Key->value storage @@ -2154,7 +2378,7 @@ void ImGuiStorage::BuildSortByKey() { struct StaticFunc { - static int IMGUI_CDECL PairCompareByID( const void* lhs, const void* rhs ) + 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 ) @@ -2168,10 +2392,7 @@ void ImGuiStorage::BuildSortByKey() return 0; } }; - if( Data.Size > 1 ) - { - ImQsort( Data.Data, ( size_t )Data.Size, sizeof( ImGuiStoragePair ), StaticFunc::PairCompareByID ); - } + ImQsort( Data.Data, ( size_t )Data.Size, sizeof( ImGuiStoragePair ), StaticFunc::PairComparerByID ); } int ImGuiStorage::GetInt( ImGuiID key, int default_val ) const @@ -2297,18 +2518,15 @@ 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 { + InputBuf[0] = 0; + CountGrep = 0; if( default_filter ) { ImStrncpy( InputBuf, default_filter, IM_ARRAYSIZE( InputBuf ) ); Build(); } - else - { - InputBuf[0] = 0; - CountGrep = 0; - } } bool ImGuiTextFilter::Draw( const char* label, float width ) @@ -2495,9 +2713,18 @@ void ImGuiTextBuffer::appendfv( const char* fmt, va_list args ) // the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. -// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +// 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; @@ -2509,29 +2736,36 @@ void ImGui::CalcListClipping( int items_count, float items_height, int* out_item *out_items_display_end = items_count; return; } - if( window->SkipItems ) + if( GetSkipItemForListClipping() ) { *out_items_display_start = *out_items_display_end = 0; return; } - // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect - ImRect unclipped_rect = window->ClipRect; - if( g.NavMoveRequest ) + // 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 ) { - unclipped_rect.Add( g.NavScoringRectScreen ); + 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 )( ( unclipped_rect.Min.y - pos.y ) / items_height ); - int end = ( int )( ( unclipped_rect.Max.y - pos.y ) / items_height ); + 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 - if( g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up ) + // 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( g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down ) + if( is_nav_request && g.NavMoveClipDir == ImGuiDir_Down ) { end++; } @@ -2541,113 +2775,599 @@ void ImGui::CalcListClipping( int items_count, float items_height, int* out_item *out_items_display_start = start; *out_items_display_end = end; } +#endif -static void SetCursorPosYAndSetupDummyPrevLine( float pos_y, float line_height ) +static void ImGuiListClipper_SortAndFuseRanges( ImVector& ranges, int offset = 0 ) { - // 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 4th step to display the last item in a regular manner. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DC.CursorPos.y = pos_y; - window->DC.CursorMaxPos.y = ImMax( window->DC.CursorMaxPos.y, pos_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( ImGuiColumns* columns = window->DC.CurrentColumns ) + if( ranges.Size - offset <= 1 ) { - columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + 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--; } } -// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 +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; + } +} + +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 ); +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset( this, 0, sizeof( *this ) ); + ItemsCount = -1; +} + +ImGuiListClipper::~ImGuiListClipper() +{ + 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 count, float items_height ) +void ImGuiListClipper::Begin( int items_count, float items_height ) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if( ImGuiTable* table = g.CurrentTable ) + if( table->IsInsideRow ) + { + ImGui::TableEndRow( table ); + } + StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; - ItemsCount = count; - StepNo = 0; - DisplayEnd = DisplayStart = -1; - if( ItemsHeight > 0.0f ) + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if( ++g.ClipperTempDataStacked > g.ClipperTempData.Size ) { - ImGui::CalcListClipping( ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd ); // calculate how many to clip/display - if( DisplayStart > 0 ) - { - SetCursorPosYAndSetupDummyPrevLine( StartPosY + DisplayStart * ItemsHeight, ItemsHeight ); // advance cursor - } - StepNo = 2; + 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::End() { - if( ItemsCount < 0 ) + ImGuiContext& g = *GImGui; + if( ImGuiListClipperData* data = ( ImGuiListClipperData* )TempData ) { - return; - } - // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. - if( ItemsCount < INT_MAX ) - { - SetCursorPosYAndSetupDummyPrevLine( StartPosY + ItemsCount * ItemsHeight, ItemsHeight ); // advance cursor + // 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. + 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; - StepNo = 3; +} + +void ImGuiListClipper::ForceDisplayRangeByIndices( int item_min, int item_max ) +{ + 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 ) ); + } } bool ImGuiListClipper::Step() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = ( ImGuiListClipperData* )TempData; + IM_ASSERT( data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?" ); - if( ItemsCount == 0 || window->SkipItems ) + ImGuiTable* table = g.CurrentTable; + if( table && table->IsInsideRow ) { - ItemsCount = -1; - return false; + ImGui::TableEndRow( table ); } - if( StepNo == 0 ) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height. + + // No items + if( ItemsCount == 0 || GetSkipItemForListClipping() ) { - DisplayStart = 0; - DisplayEnd = 1; - StartPosY = window->DC.CursorPos.y; - StepNo = 1; - return true; + return ( void )End(), false; } - if( StepNo == 1 ) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. + + // 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 ) { - if( ItemsCount == 1 ) + DisplayStart = data->ItemsFrozen; + DisplayEnd = data->ItemsFrozen + 1; + if( DisplayStart >= ItemsCount ) { - ItemsCount = -1; - return false; + return ( void )End(), false; } - float items_height = window->DC.CursorPos.y - StartPosY; - IM_ASSERT( items_height > 0.0f ); // If this triggers, it means Item 0 hasn't moved the cursor vertically - Begin( ItemsCount - 1, items_height ); - DisplayStart++; - DisplayEnd++; - StepNo = 3; + data->ItemsFrozen++; return true; } - if( StepNo == 2 ) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. + + // 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 ) { - IM_ASSERT( DisplayStart >= 0 && DisplayEnd >= 0 ); - StepNo = 3; + 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; } - if( StepNo == 3 ) // Step 3: 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. + + // 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 ) { - End(); + ImGuiListClipper_SeekCursorForItem( this, ItemsCount ); } + + End(); return false; } +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + 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 ); +} + +ImU32 ImGui::GetColorU32( const ImVec4& col ) +{ + 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]; +} + +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 ); +} + +// 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 ); +} + +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; +} + +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--; + } +} + +struct ImGuiStyleVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr( ImGuiStyle* style ) const + { + return ( void* )( ( unsigned char* )style + Offset ); + } +}; + +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 +}; + +static const ImGuiStyleVarInfo* GetStyleVarInfo( ImGuiStyleVar idx ) +{ + IM_ASSERT( idx >= 0 && idx < ImGuiStyleVar_COUNT ); + IM_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!" ); +} + +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!" ); +} + +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--; + } +} + +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_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"; +} + + //----------------------------------------------------------------------------- // [SECTION] RENDER HELPERS -// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change. -// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. //----------------------------------------------------------------------------- const char* ImGui::FindRenderedTextEnd( const char* text, const char* text_end ) @@ -2806,7 +3526,7 @@ void ImGui::RenderTextEllipsis( ImDrawList* draw_list, const ImVec2& pos_min, co int ellipsis_char_count = 1; if( ellipsis_char == ( ImWchar ) - 1 ) { - ellipsis_char = ( ImWchar )'.'; + ellipsis_char = font->DotChar; ellipsis_char_count = 3; } const ImFontGlyph* glyph = font->FindGlyph( ellipsis_char ); @@ -2868,8 +3588,8 @@ void ImGui::RenderFrame( ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border 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, ImDrawCornerFlags_All, border_size ); - window->DrawList->AddRect( p_min, p_max, GetColorU32( ImGuiCol_Border ), rounding, ImDrawCornerFlags_All, border_size ); + 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 ); } } @@ -2880,72 +3600,11 @@ void ImGui::RenderFrameBorder( ImVec2 p_min, ImVec2 p_max, float rounding ) 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, ImDrawCornerFlags_All, border_size ); - window->DrawList->AddRect( p_min, p_max, GetColorU32( ImGuiCol_Border ), rounding, ImDrawCornerFlags_All, border_size ); + 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 ); } } -// 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 ); -} - -void ImGui::RenderBullet( ImDrawList* draw_list, ImVec2 pos, ImU32 col ) -{ - draw_list->AddCircleFilled( pos, draw_list->_Data->FontSize * 0.20f, col, 8 ); -} - -void ImGui::RenderCheckMark( ImVec2 pos, ImU32 col, float sz ) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - 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; - window->DrawList->PathLineTo( ImVec2( bx - third, by - third ) ); - window->DrawList->PathLineTo( ImVec2( bx, by ) ); - window->DrawList->PathLineTo( ImVec2( bx + third * 2, by - third * 2 ) ); - window->DrawList->PathStroke( col, false, thickness ); -} - void ImGui::RenderNavHighlight( const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags ) { ImGuiContext& g = *GImGui; @@ -2976,7 +3635,7 @@ void ImGui::RenderNavHighlight( const ImRect& bb, ImGuiID id, ImGuiNavHighlightF { 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, ImDrawCornerFlags_All, THICKNESS ); + 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(); @@ -2984,93 +3643,80 @@ void ImGui::RenderNavHighlight( const ImRect& bb, ImGuiID id, ImGuiNavHighlightF } if( flags & ImGuiNavHighlightFlags_TypeThin ) { - window->DrawList->AddRect( display_rect.Min, display_rect.Max, GetColorU32( ImGuiCol_NavHighlight ), rounding, ~0, 1.0f ); + 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 ); + for( int n = 0; n < g.Viewports.Size; n++ ) + { + ImGuiViewportP* viewport = g.Viewports[n]; + ImDrawList* draw_list = GetForegroundDrawList( viewport ); + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; + ImVec2 offset, size, uv[4]; + if( font_atlas->GetMouseCursorTexData( mouse_cursor, &offset, &size, &uv[0], &uv[2] ) ) + { + const ImVec2 pos = base_pos - offset; + const float scale = base_scale; + 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!) //----------------------------------------------------------------------------- // ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods -ImGuiWindow::ImGuiWindow( ImGuiContext* context, const char* name ) - : DrawListInst( &context->DrawListSharedData ) +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 ); - Flags = ImGuiWindowFlags_None; - Pos = ImVec2( 0.0f, 0.0f ); - Size = SizeFull = ImVec2( 0.0f, 0.0f ); - ContentSize = ContentSizeExplicit = ImVec2( 0.0f, 0.0f ); - WindowPadding = ImVec2( 0.0f, 0.0f ); - WindowRounding = 0.0f; - WindowBorderSize = 0.0f; - NameBufLen = ( int )strlen( name ) + 1; MoveId = GetID( "#MOVE" ); - ChildId = 0; - Scroll = ImVec2( 0.0f, 0.0f ); ScrollTarget = ImVec2( FLT_MAX, FLT_MAX ); ScrollTargetCenterRatio = ImVec2( 0.5f, 0.5f ); - ScrollbarSizes = ImVec2( 0.0f, 0.0f ); - ScrollbarX = ScrollbarY = false; - Active = WasActive = false; - WriteAccessed = false; - Collapsed = false; - WantCollapseToggle = false; - SkipItems = false; - Appearing = false; - Hidden = false; - HasCloseButton = false; - ResizeBorderHeld = -1; - BeginCount = 0; - BeginOrderWithinParent = -1; - BeginOrderWithinContext = -1; - PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; - AutoFitChildAxises = 0x00; - AutoFitOnlyGrows = false; AutoPosLastDirection = ImGuiDir_None; - HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2( FLT_MAX, FLT_MAX ); - LastFrameActive = -1; LastTimeActive = -1.0f; - ItemWidthDefault = 0.0f; FontWindowScale = 1.0f; - SettingsIdx = -1; - + SettingsOffset = -1; DrawList = &DrawListInst; + DrawList->_Data = &context->DrawListSharedData; DrawList->_OwnerName = Name; - ParentWindow = NULL; - RootWindow = NULL; - RootWindowForTitleBarHighlight = NULL; - RootWindowForNav = NULL; - - NavLastIds[0] = NavLastIds[1] = 0; - NavRectRel[0] = NavRectRel[1] = ImRect(); - NavLastChildNavWindow = NULL; - - MemoryCompacted = false; - MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; } ImGuiWindow::~ImGuiWindow() { IM_ASSERT( DrawList == &DrawListInst ); IM_DELETE( Name ); - for( int i = 0; i != ColumnsStorage.Size; i++ ) - { - ColumnsStorage[i].~ImGuiColumns(); - } + 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 ); - ImGui::KeepAliveID( id ); + ImGuiContext& g = *GImGui; + if( g.DebugHookIdInfo == id ) + { + ImGui::DebugHookIdInfo( id, ImGuiDataType_String, str, str_end ); + } return id; } @@ -3078,7 +3724,11 @@ ImGuiID ImGuiWindow::GetID( const void* ptr ) { 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; } @@ -3086,35 +3736,20 @@ ImGuiID ImGuiWindow::GetID( int n ) { 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; } -ImGuiID ImGuiWindow::GetIDNoKeepAlive( const char* str, const char* str_end ) -{ - ImGuiID seed = IDStack.back(); - return ImHashStr( str, str_end ? ( str_end - str ) : 0, seed ); -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive( const void* ptr ) -{ - ImGuiID seed = IDStack.back(); - return ImHashData( &ptr, sizeof( void* ), seed ); -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive( int n ) -{ - ImGuiID seed = IDStack.back(); - return ImHashData( &n, sizeof( n ), seed ); -} - // 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(); - const int r_rel[4] = { ( int )( r_abs.Min.x - Pos.x ), ( int )( r_abs.Min.y - Pos.y ), ( int )( r_abs.Max.x - Pos.x ), ( int )( r_abs.Max.y - Pos.y ) }; + ImRect r_rel = ImGui::WindowRectAbsToRel( this, r_abs ); ImGuiID id = ImHashData( &r_rel, sizeof( r_rel ), seed ); - ImGui::KeepAliveID( id ); return id; } @@ -3122,17 +3757,24 @@ 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(); } } +void ImGui::GcCompactTransientMiscBuffers() +{ + 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. -// This is currently unused by the library, but you may call this yourself for easy GC. // Not freed: -// - ImGuiWindow, ImGuiWindowSettings, Name -// - StateStorage, ColumnsStorage (may hold useful data) +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) // This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. void ImGui::GcCompactTransientWindowBuffers( ImGuiWindow* window ) { @@ -3140,12 +3782,10 @@ void ImGui::GcCompactTransientWindowBuffers( ImGuiWindow* window ) window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; window->IDStack.clear(); - window->DrawList->ClearFreeMemory(); + window->DrawList->_ClearFreeMemory(); window->DC.ChildWindows.clear(); - window->DC.ItemFlagsStack.clear(); window->DC.ItemWidthStack.clear(); window->DC.TextWrapPosStack.clear(); - window->DC.GroupStack.clear(); } void ImGui::GcAwakeTransientWindowBuffers( ImGuiWindow* window ) @@ -3158,34 +3798,28 @@ void ImGui::GcAwakeTransientWindowBuffers( ImGuiWindow* window ) window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; } -void ImGui::SetNavID( ImGuiID id, int nav_layer ) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT( g.NavWindow ); - IM_ASSERT( nav_layer == 0 || nav_layer == 1 ); - g.NavId = id; - g.NavWindow->NavLastIds[nav_layer] = id; -} - -void ImGui::SetNavIDWithRectRel( ImGuiID id, int nav_layer, const ImRect& rect_rel ) -{ - ImGuiContext& g = *GImGui; - SetNavID( id, nav_layer ); - g.NavWindow->NavRectRel[nav_layer] = rect_rel; - g.NavMousePosDirty = true; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; -} - void ImGui::SetActiveID( ImGuiID id, ImGuiWindow* window ) { ImGuiContext& g = *GImGui; + + // 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. Cancelling 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; + } + + // 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; @@ -3193,52 +3827,27 @@ void ImGui::SetActiveID( ImGuiID id, ImGuiWindow* window ) } } g.ActiveId = id; - g.ActiveIdAllowNavDirFlags = 0; - g.ActiveIdBlockNavInputFlags = 0; g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; if( id ) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = ( g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id ) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; - } -} - -// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. -void ImGui::SetFocusID( ImGuiID id, ImGuiWindow* window ) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT( id != 0 ); - - // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. - const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; - if( g.NavWindow != window ) - { - g.NavInitRequest = false; - } - g.NavId = id; - g.NavWindow = window; - g.NavLayer = nav_layer; - window->NavLastIds[nav_layer] = id; - if( window->DC.LastItemId == id ) - { - window->NavRectRel[nav_layer] = ImRect( window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos ); + g.ActiveIdSource = ( g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id ) ? ( ImGuiInputSource )ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } - if( g.ActiveIdSource == ImGuiInputSource_Nav ) - { - g.NavDisableMouseHover = true; - } - else - { - g.NavDisableHighlight = true; - } + // 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(); } void ImGui::ClearActiveID() { - SetActiveID( 0, NULL ); + SetActiveID( 0, NULL ); // g.ActiveId = 0; } void ImGui::SetHoveredID( ImGuiID id ) @@ -3246,6 +3855,7 @@ 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; @@ -3258,6 +3868,8 @@ ImGuiID ImGui::GetHoveredID() 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; @@ -3281,7 +3893,7 @@ void ImGui::MarkItemEdited( ImGuiID id ) //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; - g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; } static inline bool IsWindowContentHoverable( ImGuiWindow* window, ImGuiHoveredFlags flags ) @@ -3304,110 +3916,6 @@ static inline bool IsWindowContentHoverable( ImGuiWindow* window, ImGuiHoveredFl return false; } } - - return true; -} - -// Advance cursor given item size for layout. -void ImGui::ItemSize( const ImVec2& size, float text_offset_y ) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if( window->SkipItems ) - { - return; - } - - // Always align ourselves on pixel boundaries - const float line_height = ImMax( window->DC.CurrLineSize.y, size.y ); - const float text_base_offset = ImMax( window->DC.CurrLineTextBaseOffset, text_offset_y ); - //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 = ( float )( int )( window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x ); - window->DC.CursorPos.y = ( float )( int )( window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y ); - 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.PrevLineTextBaseOffset = text_base_offset; - window->DC.CurrLineSize.y = window->DC.CurrLineTextBaseOffset = 0.0f; - - // Horizontal layout mode - if( window->DC.LayoutType == ImGuiLayoutType_Horizontal ) - { - SameLine(); - } -} - -void ImGui::ItemSize( const ImRect& bb, float text_offset_y ) -{ - ItemSize( bb.GetSize(), text_offset_y ); -} - -// 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 then use a larger region for drawing/interaction, which is passed to ItemAdd(). -bool ImGui::ItemAdd( const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg ) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if( id != 0 ) - { - // 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. - window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; - if( g.NavId == id || g.NavAnyRequest ) - if( g.NavWindow->RootWindowForNav == window->RootWindowForNav ) - if( window == g.NavWindow || ( ( window->Flags | g.NavWindow->Flags ) & ImGuiWindowFlags_NavFlattened ) ) - { - NavProcessItem( window, nav_bb_arg ? *nav_bb_arg : bb, id ); - } - - // [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 - } - - window->DC.LastItemId = id; - window->DC.LastItemRect = bb; - window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - if( id != 0 ) - { - IMGUI_TEST_ENGINE_ITEM_ADD( nav_bb_arg ? *nav_bb_arg : bb, id ); - } -#endif - - // Clipping test - const bool is_clipped = IsClippedEx( bb, id, false ); - if( is_clipped ) - { - return false; - } - //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - - // 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 ) ) - { - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; - } return true; } @@ -3418,54 +3926,66 @@ bool ImGui::IsItemHovered( ImGuiHoveredFlags flags ) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if( g.NavDisableMouseHover && !g.NavDisableHighlight ) + if( g.NavDisableMouseHover && !g.NavDisableHighlight && !( flags & ImGuiHoveredFlags_NoNavOverride ) ) { - return IsItemFocused(); + if( ( g.LastItemData.InFlags & ImGuiItemFlags_Disabled ) && !( flags & ImGuiHoveredFlags_AllowWhenDisabled ) ) + { + return false; + } + if( !IsItemFocused() ) + { + return false; + } } - - // Test for bounding box overlap, as updated as ItemAdd() - if( !( window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect ) ) + else { - return false; - } - IM_ASSERT( ( flags & ( ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows ) ) == 0 ); // Flags not supported by this function + // 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 ) ) == 0 ); // Flags not supported by this function - // Test if we are hovering the right window (our window could be behind another window) - // [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) - // return false; - if( g.HoveredRootWindow != window->RootWindow && !( flags & ImGuiHoveredFlags_AllowWhenOverlapped ) ) - { - return false; - } + // 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 ) ) - if( g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId ) + // 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 && g.ActiveId != window->MoveId ) + { + 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 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 collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if( g.LastItemData.ID == window->MoveId && window->WriteAccessed ) + { + return false; + } } - // Test if the item is disabled - if( ( window->DC.ItemFlags & ImGuiItemFlags_Disabled ) && !( flags & ImGuiHoveredFlags_AllowWhenDisabled ) ) - { - 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. - if( window->DC.LastItemId == window->MoveId && window->WriteAccessed ) - { - return false; - } return true; } @@ -3491,95 +4011,79 @@ bool ImGui::ItemHoverable( const ImRect& bb, ImGuiID id ) { return false; } - if( g.NavDisableMouseHover || !IsWindowContentHoverable( window, ImGuiHoveredFlags_None ) ) - { - return false; - } - if( window->DC.ItemFlags & ImGuiItemFlags_Disabled ) + if( !IsWindowContentHoverable( window, ImGuiHoveredFlags_None ) ) { + g.HoveredIdDisabled = true; return false; } - SetHoveredID( id ); - - // [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 ) + // 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 ) { - GetForegroundDrawList()->AddRect( bb.Min, bb.Max, IM_COL32( 255, 255, 0, 255 ) ); + SetHoveredID( id ); } - if( g.DebugItemPickerBreakID == 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 ) { - IM_DEBUG_BREAK(); + // Release active id if turning disabled + if( g.ActiveId == id ) + { + 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 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(); + } + } + + if( g.NavDisableMouseHover ) + { + return false; } return true; } -bool ImGui::IsClippedEx( const ImRect& bb, ImGuiID id, bool clip_even_when_logged ) +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 ) - if( clip_even_when_logged || !g.LogEnabled ) + if( id == 0 || ( id != g.ActiveId && id != g.NavId ) ) + if( !g.LogEnabled ) { return true; } return false; } -// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -bool ImGui::FocusableItemRegister( ImGuiWindow* window, ImGuiID id ) +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +void ImGui::SetLastItemData( ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect ) { ImGuiContext& g = *GImGui; - - // Increment counters - const bool is_tab_stop = ( window->DC.ItemFlags & ( ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled ) ) == 0; - window->DC.FocusCounterAll++; - if( is_tab_stop ) - { - window->DC.FocusCounterTab++; - } - - // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. - // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if( g.ActiveId == id && g.FocusTabPressed && !( g.ActiveIdBlockNavInputFlags & ( 1 << ImGuiNavInput_KeyTab_ ) ) && g.FocusRequestNextWindow == NULL ) - { - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + ( g.IO.KeyShift ? ( is_tab_stop ? -1 : 0 ) : +1 ); // Modulo on index will be applied at the end of frame once we've got the total counter of items. - } - - // Handle focus requests - if( g.FocusRequestCurrWindow == window ) - { - if( window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll ) - { - return true; - } - if( is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab ) - { - g.NavJustTabbedId = id; - return true; - } - - // If another item is about to be focused, we clear our own active id - if( g.ActiveId == id ) - { - ClearActiveID(); - } - } - - return false; -} - -void ImGui::FocusableItemUnregister( ImGuiWindow* window ) -{ - window->DC.FocusCounterAll--; - window->DC.FocusCounterTab--; + g.LastItemData.ID = item_id; + g.LastItemData.InFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = item_rect; } float ImGui::CalcWrapWidthForPos( const ImVec2& pos, float wrap_pos_x ) @@ -3589,14 +4093,20 @@ float ImGui::CalcWrapWidthForPos( const ImVec2& pos, float wrap_pos_x ) return 0.0f; } - ImGuiWindow* window = GImGui->CurrentWindow; + 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 + 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 ); @@ -3609,7 +4119,7 @@ void* ImGui::MemAlloc( size_t size ) { ctx->IO.MetricsActiveAllocations++; } - return GImAllocatorAllocFunc( size, GImAllocatorUserData ); + return ( *GImAllocatorAllocFunc )( size, GImAllocatorUserData ); } // IM_FREE() == ImGui::MemFree() @@ -3620,7 +4130,7 @@ void ImGui::MemFree( void* ptr ) { ctx->IO.MetricsActiveAllocations--; } - return GImAllocatorFreeFunc( ptr, GImAllocatorUserData ); + return ( *GImAllocatorFreeFunc )( ptr, GImAllocatorUserData ); } const char* ImGui::GetClipboardText() @@ -3659,101 +4169,93 @@ void ImGui::SetCurrentContext( ImGuiContext* ctx ) #endif } -// 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. -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; -} - -void ImGui::SetAllocatorFunctions( void* ( *alloc_func )( size_t sz, void* user_data ), void ( *free_func )( void* ptr, void* user_data ), void* user_data ) +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* prev_ctx = GetCurrentContext(); ImGuiContext* ctx = IM_NEW( ImGuiContext )( shared_font_atlas ); - if( GImGui == NULL ) + SetCurrentContext( ctx ); + Initialize(); + if( prev_ctx != NULL ) { - SetCurrentContext( ctx ); + SetCurrentContext( prev_ctx ); // Restore previous context if any, else keep new one. } - Initialize( ctx ); return ctx; } void ImGui::DestroyContext( ImGuiContext* ctx ) { - if( ctx == NULL ) + ImGuiContext* prev_ctx = GetCurrentContext(); + if( ctx == NULL ) //-V1051 { - ctx = GImGui; - } - Shutdown( ctx ); - if( GImGui == ctx ) - { - SetCurrentContext( NULL ); + ctx = prev_ctx; } + SetCurrentContext( ctx ); + Shutdown(); + SetCurrentContext( ( prev_ctx != ctx ) ? prev_ctx : 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] ); + } +} + ImGuiIO& ImGui::GetIO() { IM_ASSERT( GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?" ); return GImGui->IO; } -ImGuiStyle& ImGui::GetStyle() -{ - IM_ASSERT( GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?" ); - return GImGui->Style; -} - -// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { ImGuiContext& g = *GImGui; - return g.DrawData.Valid ? &g.DrawData : NULL; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; } double ImGui::GetTime() @@ -3766,14 +4268,50 @@ int ImGui::GetFrameCount() return GImGui->FrameCount; } +static ImDrawList* GetViewportDrawList( 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; + } + + // 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; +} + +ImDrawList* ImGui::GetBackgroundDrawList( ImGuiViewport* viewport ) +{ + return GetViewportDrawList( ( ImGuiViewportP* )viewport, 0, "##Background" ); +} + ImDrawList* ImGui::GetBackgroundDrawList() { - return &GImGui->BackgroundDrawList; + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList( g.Viewports[0] ); +} + +ImDrawList* ImGui::GetForegroundDrawList( ImGuiViewport* viewport ) +{ + return GetViewportDrawList( ( ImGuiViewportP* )viewport, 1, "##Foreground" ); } ImDrawList* ImGui::GetForegroundDrawList() { - return &GImGui->ForegroundDrawList; + ImGuiContext& g = *GImGui; + return GetForegroundDrawList( g.Viewports[0] ); } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -3790,7 +4328,9 @@ void ImGui::StartMouseMovingWindow( ImGuiWindow* window ) FocusWindow( window ); SetActiveID( window->MoveId, window ); g.NavDisableHighlight = true; - g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingNavAndKeys(); bool can_move_window = true; if( ( window->Flags & ImGuiWindowFlags_NoMove ) || ( window->RootWindow->Flags & ImGuiWindowFlags_NoMove ) ) @@ -3805,6 +4345,9 @@ void ImGui::StartMouseMovingWindow( ImGuiWindow* window ) // Handle mouse moving window // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// 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; @@ -3818,17 +4361,13 @@ void ImGui::UpdateMouseMovingWindowNewFrame() if( g.IO.MouseDown[0] && IsMousePosValid( &g.IO.MousePos ) ) { 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 ); - } + SetWindowPos( moving_window, pos, ImGuiCond_Always ); FocusWindow( g.MovingWindow ); } else { - ClearActiveID(); g.MovingWindow = NULL; + ClearActiveID(); } } else @@ -3845,10 +4384,10 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } } -// Initiate moving window, handle left-click and right-click focus +// Initiate moving window when clicking on empty space or title bar. +// Handle left-click and right-click focus. void ImGui::UpdateMouseMovingWindowEndFrame() { - // Initiate moving window ImGuiContext& g = *GImGui; if( g.ActiveId != 0 || g.HoveredId != 0 ) { @@ -3861,19 +4400,33 @@ void ImGui::UpdateMouseMovingWindowEndFrame() return; } - // Click to focus window and start moving (after we're done with all our widgets) + // Click on empty space to focus window and start moving + // (after we're done with all our widgets) if( g.IO.MouseClicked[0] ) { - if( g.HoveredRootWindow != NULL ) + // 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 ); - if( g.IO.ConfigWindowsMoveFromTitleBarOnly && !( g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar ) ) - if( !g.HoveredRootWindow->TitleBarRect().Contains( g.IO.MouseClickedPos[0] ) ) + StartMouseMovingWindow( g.HoveredWindow ); //-V595 + + // Cancel moving if clicked outside of title bar + if( g.IO.ConfigWindowsMoveFromTitleBarOnly && !( root_window->Flags & ImGuiWindowFlags_NoTitleBar ) ) + 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( g.NavWindow != NULL && GetTopMostPopupModal() == NULL ) + else if( root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL ) { // Clicking on void disable focus FocusWindow( NULL ); @@ -3888,23 +4441,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // 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 = false; - if( modal == NULL ) - { - hovered_window_above_modal = true; - } - for( int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i-- ) - { - ImGuiWindow* window = g.Windows[i]; - if( window == modal ) - { - break; - } - if( window == g.HoveredWindow ) - { - hovered_window_above_modal = true; - } - } + bool hovered_window_above_modal = g.HoveredWindow && ( modal == NULL || IsWindowAbove( g.HoveredWindow, modal ) ); ClosePopupsOverWindow( hovered_window_above_modal ? g.HoveredWindow : modal, true ); } } @@ -3914,71 +4451,151 @@ static bool IsWindowActiveAndVisible( ImGuiWindow* window ) return ( window->Active ) && ( !window->Hidden ); } -static void ImGui::UpdateMouseInputs() +static void ImGui::UpdateKeyboardInputs() { 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( &g.IO.MousePos ) ) + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if( io.BackendUsingLegacyKeyArrays == 0 ) { - g.IO.MousePos = g.LastValidMousePos = ImFloor( g.IO.MousePos ); - } - - // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if( IsMousePosValid( &g.IO.MousePos ) && IsMousePosValid( &g.IO.MousePosPrev ) ) - { - g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + // 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( n ) ) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!" ); + } } else { - g.IO.MouseDelta = ImVec2( 0.0f, 0.0f ); + 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 ) + { + 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; + } } - if( g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f ) +#endif + + // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools + io.KeyMods = GetMergedModFlags(); + + // 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; } - g.IO.MousePosPrev = g.IO.MousePos; - for( int i = 0; i < IM_ARRAYSIZE( g.IO.MouseDown ); i++ ) + io.MousePosPrev = io.MousePos; + for( int i = 0; i < IM_ARRAYSIZE( io.MouseDown ); i++ ) { - g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; - g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; - g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; - g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? ( g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime ) : -1.0f; - g.IO.MouseDoubleClicked[i] = false; - if( g.IO.MouseClicked[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] ) { - if( ( float )( g.Time - g.IO.MouseClickedTime[i] ) < g.IO.MouseDoubleClickTime ) + bool is_repeated_click = false; + if( ( float )( g.Time - io.MouseClickedTime[i] ) < io.MouseDoubleClickTime ) { - ImVec2 delta_from_click_pos = IsMousePosValid( &g.IO.MousePos ) ? ( g.IO.MousePos - g.IO.MouseClickedPos[i] ) : ImVec2( 0.0f, 0.0f ); - if( ImLengthSqr( delta_from_click_pos ) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist ) + 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 ) { - g.IO.MouseDoubleClicked[i] = true; + is_repeated_click = true; } - g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click + } + if( is_repeated_click ) + { + io.MouseClickedLastCount[i]++; } else { - g.IO.MouseClickedTime[i] = g.Time; + io.MouseClickedLastCount[i] = 1; } - g.IO.MouseClickedPos[i] = g.IO.MousePos; - g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; - g.IO.MouseDragMaxDistanceAbs[i] = ImVec2( 0.0f, 0.0f ); - g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceSqr[i] = 0.0f; } - else if( g.IO.MouseDown[i] ) + 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( &g.IO.MousePos ) ? ( g.IO.MousePos - g.IO.MouseClickedPos[i] ) : ImVec2( 0.0f, 0.0f ); - g.IO.MouseDragMaxDistanceSqr[i] = ImMax( g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr( delta_from_click_pos ) ); - g.IO.MouseDragMaxDistanceAbs[i].x = ImMax( g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x ); - g.IO.MouseDragMaxDistanceAbs[i].y = ImMax( g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y ); + float delta_sqr_click_pos = IsMousePosValid( &io.MousePos ) ? ImLengthSqr( io.MousePos - io.MouseClickedPos[i] ) : 0.0f; + io.MouseDragMaxDistanceSqr[i] = ImMax( io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos ); } - if( !g.IO.MouseDown[i] && !g.IO.MouseReleased[i] ) - { - g.IO.MouseDownWasDoubleClick[i] = false; - } - if( g.IO.MouseClicked[i] ) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + + // 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; } @@ -4016,7 +4633,14 @@ void ImGui::UpdateMouseWheel() } } - if( g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f ) + float wheel_x = g.IO.MouseWheelH; + float wheel_y = g.IO.MouseWheel; + if( wheel_x == 0.0f && wheel_y == 0.0f ) + { + return; + } + + if( ( g.ActiveId != 0 && g.ActiveIdUsingMouseWheel ) || ( g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel ) ) { return; } @@ -4029,13 +4653,13 @@ void ImGui::UpdateMouseWheel() // 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 ) + if( wheel_y != 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->Flags & ImGuiWindowFlags_ChildWindow ) ) + 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 ); @@ -4047,10 +4671,22 @@ void ImGui::UpdateMouseWheel() // 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; + if( swap_axis ) + { + wheel_x = wheel_y; + wheel_y = 0.0f; + } // Vertical Mouse Wheel scrolling - const float wheel_y = ( g.IO.MouseWheel != 0.0f && !g.IO.KeyShift ) ? g.IO.MouseWheel : 0.0f; - if( wheel_y != 0.0f && !g.IO.KeyCtrl ) + 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 ) ) ) ) @@ -4066,8 +4702,7 @@ void ImGui::UpdateMouseWheel() } // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - const float wheel_x = ( g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift ) ? g.IO.MouseWheelH : ( g.IO.MouseWheel != 0.0f && g.IO.KeyShift ) ? g.IO.MouseWheel : 0.0f; - if( wheel_x != 0.0f && !g.IO.KeyCtrl ) + 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 ) ) ) ) @@ -4087,113 +4722,117 @@ void ImGui::UpdateMouseWheel() 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(); - // Modal windows prevents cursor from hovering behind them. + // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if( modal_window ) - if( g.HoveredRootWindow && !IsWindowChildOf( g.HoveredRootWindow, modal_window ) ) - { - g.HoveredRootWindow = g.HoveredWindow = NULL; - } + if( modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf( g.HoveredWindow->RootWindow, modal_window ) ) + { + clear_hovered_windows = true; + } // Disabled mouse? - if( g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse ) + if( io.ConfigFlags & ImGuiConfigFlags_NoMouse ) { - g.HoveredWindow = g.HoveredRootWindow = NULL; + 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. - int mouse_earliest_button_down = -1; + // 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( g.IO.MouseDown ); i++ ) + for( int i = 0; i < IM_ARRAYSIZE( io.MouseDown ); i++ ) { - if( g.IO.MouseClicked[i] ) + if( io.MouseClicked[i] ) { - g.IO.MouseDownOwned[i] = ( g.HoveredWindow != NULL ) || ( !g.OpenPopupStack.empty() ); + io.MouseDownOwned[i] = ( g.HoveredWindow != NULL ) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = ( g.HoveredWindow != NULL ) || has_open_modal; } - mouse_any_down |= g.IO.MouseDown[i]; - if( g.IO.MouseDown[i] ) - if( mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down] ) + 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_button_down = i; + mouse_earliest_down = i; } } - const bool mouse_avail_to_imgui = ( mouse_earliest_button_down == -1 ) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + 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_to_imgui && !mouse_dragging_extern_payload ) + if( !mouse_avail && !mouse_dragging_extern_payload ) { - g.HoveredWindow = g.HoveredRootWindow = NULL; + clear_hovered_windows = true; } - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) + 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 ) { - g.IO.WantCaptureMouse = ( g.WantCaptureMouseNextFrame != 0 ); + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = ( g.WantCaptureMouseNextFrame != 0 ); } else { - g.IO.WantCaptureMouse = ( mouse_avail_to_imgui && ( g.HoveredWindow != NULL || mouse_any_down ) ) || ( !g.OpenPopupStack.empty() ); + 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 imgui, false = dispatch keyboard info to Dear ImGui + app) + // 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 ) { - g.IO.WantCaptureKeyboard = ( g.WantCaptureKeyboardNextFrame != 0 ); + io.WantCaptureKeyboard = ( g.WantCaptureKeyboardNextFrame != 0 ); } else { - g.IO.WantCaptureKeyboard = ( g.ActiveId != 0 ) || ( modal_window != NULL ); + io.WantCaptureKeyboard = ( g.ActiveId != 0 ) || ( modal_window != NULL ); } - if( g.IO.NavActive && ( g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard ) && !( g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard ) ) + if( io.NavActive && ( io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard ) && !( io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard ) ) { - g.IO.WantCaptureKeyboard = true; + 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 - g.IO.WantTextInput = ( g.WantTextInputNextFrame != -1 ) ? ( g.WantTextInputNextFrame != 0 ) : false; + io.WantTextInput = ( g.WantTextInputNextFrame != -1 ) ? ( g.WantTextInputNextFrame != 0 ) : false; } -static void NewFrameSanityChecks() +// [Internal] Do not use directly (can read io.KeyMods instead) +ImGuiModFlags ImGui::GetMergedModFlags() { ImGuiContext& g = *GImGui; - - // 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->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?" ); - IM_ASSERT( g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?" ); - IM_ASSERT( g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!" ); - IM_ASSERT( g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (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 ); - for( int n = 0; n < ImGuiKey_COUNT; n++ ) + ImGuiModFlags key_mods = ImGuiModFlags_None; + if( g.IO.KeyCtrl ) { - 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..512, or -1 for unmapped key)" ); + key_mods |= ImGuiModFlags_Ctrl; } - - // Perform simple 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 recently added in 1.60 WIP) - if( g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard ) + if( g.IO.KeyShift ) { - IM_ASSERT( g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation." ); + key_mods |= ImGuiModFlags_Shift; } - - // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. - if( g.IO.ConfigWindowsResizeFromEdges && !( g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors ) ) + if( g.IO.KeyAlt ) { - g.IO.ConfigWindowsResizeFromEdges = false; + key_mods |= ImGuiModFlags_Alt; } + if( g.IO.KeySuper ) + { + key_mods |= ImGuiModFlags_Super; + } + return key_mods; } void ImGui::NewFrame() @@ -4201,59 +4840,59 @@ void ImGui::NewFrame() IM_ASSERT( GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?" ); ImGuiContext& g = *GImGui; -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PreNewFrame( &g ); -#endif + // 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 - NewFrameSanityChecks(); + ErrorCheckNewFrameSanityChecks(); - // Load settings on first frame (if not explicitly loaded manually before) - 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, save settings when modified (after a delay) + UpdateSettings(); g.Time += g.IO.DeltaTime; - g.FrameScopeActive = true; + 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 g.IO.Fonts->Locked = true; SetCurrentFont( GetDefaultFont() ); IM_ASSERT( g.Font->IsLoaded() ); - g.DrawListSharedData.ClipRectFullscreen = ImVec4( 0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y ); + 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; @@ -4263,16 +4902,12 @@ void ImGui::NewFrame() g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; } - g.BackgroundDrawList.Clear(); - g.BackgroundDrawList.PushTextureID( g.IO.Fonts->TexID ); - g.BackgroundDrawList.PushClipRectFullScreen(); - - g.ForegroundDrawList.Clear(); - g.ForegroundDrawList.PushTextureID( g.IO.Fonts->TexID ); - g.ForegroundDrawList.PushClipRectFullScreen(); - // Mark rendering data as invalid to prevent user who may have a handle on it to use it. - g.DrawData.Clear(); + for( int n = 0; n < g.Viewports.Size; n++ ) + { + ImGuiViewportP* viewport = g.Viewports[n]; + 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 ) @@ -4280,7 +4915,7 @@ void ImGui::NewFrame() KeepAliveID( g.DragDropPayload.SourceId ); } - // Clear reference to active widget if the widget isn't alive anymore + // Update HoveredId data if( !g.HoveredIdPreviousFrame ) { g.HoveredIdTimer = 0.0f; @@ -4298,12 +4933,22 @@ void ImGui::NewFrame() g.HoveredIdNotActiveTimer += g.IO.DeltaTime; } g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; - if( g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0 ) + g.HoveredIdUsingMouseWheel = 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; @@ -4316,36 +4961,47 @@ void ImGui::NewFrame() g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; - if( g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId ) + if( g.TempInputId != 0 && g.ActiveId != g.TempInputId ) { - g.TempInputTextId = 0; + 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.DragDropWithinSourceOrTarget = false; + 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 - memcpy( g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof( g.IO.KeysDownDuration ) ); - for( int i = 0; i < IM_ARRAYSIZE( g.IO.KeysDown ); i++ ) - { - g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? ( g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime ) : -1.0f; - } + UpdateKeyboardInputs(); - // Update gamepad/keyboard directional navigation + //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(); - // 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.IO.Framerate = ( g.FramerateSecPerFrameAccum > 0.0f ) ? ( 1.0f / ( g.FramerateSecPerFrameAccum / ( float )IM_ARRAYSIZE( g.FramerateSecPerFrame ) ) ) : FLT_MAX; - // Find hovered window // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) UpdateHoveredWindowAndCaptureFlags(); @@ -4365,53 +5021,17 @@ void ImGui::NewFrame() g.MouseCursor = ImGuiMouseCursor_Arrow; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - g.PlatformImePos = ImVec2( 1.0f, 1.0f ); // OS Input Method Editor showing on top-left of our window by default + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; // Mouse wheel scrolling, scale UpdateMouseWheel(); - // Pressing TAB activate widget focus - g.FocusTabPressed = ( g.NavWindow && g.NavWindow->Active && !( g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs ) && !g.IO.KeyCtrl && IsKeyPressedMap( ImGuiKey_Tab ) ); - if( g.ActiveId == 0 && g.FocusTabPressed ) - { - // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. - g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterAll = INT_MAX; - if( g.NavId != 0 && g.NavIdTabCounter != INT_MAX ) - { - g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + ( g.IO.KeyShift ? -1 : 1 ); - } - else - { - g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; - } - } - - // Turn queued focus request into current one - g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; - if( g.FocusRequestNextWindow != NULL ) - { - ImGuiWindow* window = g.FocusRequestNextWindow; - g.FocusRequestCurrWindow = window; - if( g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1 ) - { - g.FocusRequestCurrCounterAll = ImModPositive( g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1 ); - } - if( g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1 ) - { - g.FocusRequestCurrCounterTab = ImModPositive( g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1 ); - } - g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; - } - - g.NavIdTabCounter = INT_MAX; - // 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.IO.ConfigWindowsMemoryCompactTimer >= 0.0f ) ? ( float )g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; + 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]; @@ -4420,13 +5040,30 @@ void ImGui::NewFrame() window->Active = false; window->WriteAccessed = false; - // Garbage collect (this is totally functional but we may need decide if the side-effects are desirable) + // 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 ) { @@ -4437,72 +5074,62 @@ void ImGui::NewFrame() // 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 ); - ClosePopupsOverWindow( g.NavWindow, false ); + g.ItemFlagsStack.resize( 0 ); + g.ItemFlagsStack.push_back( ImGuiItemFlags_None ); + g.GroupStack.resize( 0 ); - // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + // [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" ); - g.FrameScopePushedImplicitWindow = true; + IM_ASSERT( g.CurrentWindow->IsFallbackWindow == true ); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PostNewFrame( &g ); -#endif + CallContextHooks( &g, ImGuiContextHookType_NewFramePost ); } -// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. -void ImGui::UpdateDebugToolItemPicker() +void ImGui::Initialize() { ImGuiContext& g = *GImGui; - g.DebugItemPickerBreakID = 0; - if( g.DebugItemPickerActive ) - { - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - ImGui::SetMouseCursor( ImGuiMouseCursor_Hand ); - if( ImGui::IsKeyPressedMap( ImGuiKey_Escape ) ) - { - g.DebugItemPickerActive = false; - } - if( ImGui::IsMouseClicked( 0 ) && hovered_id ) - { - g.DebugItemPickerBreakID = hovered_id; - g.DebugItemPickerActive = false; - } - ImGui::SetNextWindowBgAlpha( 0.60f ); - ImGui::BeginTooltip(); - ImGui::Text( "HoveredId: 0x%08X", hovered_id ); - ImGui::Text( "Press ESC to abort picking." ); - ImGui::TextColored( GetStyleColorVec4( hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled ), "Click to break in debugger!" ); - ImGui::EndTooltip(); - } -} - -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.ReadOpenFn = SettingsHandlerWindow_ReadOpen; - ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; - ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; - g.SettingsHandlers.push_back( ini_handler ); + { + 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 ); + } + + // Add .ini handle for ImGuiTable type + TableSettingsAddSettingsHandler(); + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW( ImGuiViewportP )(); + g.Viewports.push_back( viewport ); + g.TempBuffer.resize( 1024 * 3 + 1, 0 ); + +#ifdef IMGUI_HAS_DOCK +#endif g.Initialized = true; } // This function is merely here to free heap allocations. -void ImGui::Shutdown( ImGuiContext* context ) +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 = *context; + ImGuiContext& g = *GImGui; if( g.IO.Fonts && g.FontAtlasOwnedByContext ) { g.IO.Fonts->Locked = false; @@ -4519,56 +5146,57 @@ void ImGui::Shutdown( ImGuiContext* context ) // 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( context ); SaveIniSettingsToDisk( g.IO.IniFilename ); - SetCurrentContext( backup_context ); } + CallContextHooks( &g, ImGuiContextHookType_Shutdown ); + // Clear everything else - for( int i = 0; i < g.Windows.Size; i++ ) - { - IM_DELETE( g.Windows[i] ); - } - g.Windows.clear(); + g.Windows.clear_delete(); g.WindowsFocusOrder.clear(); - g.WindowsSortBuffer.clear(); + g.WindowsTempSortBuffer.clear(); g.CurrentWindow = NULL; g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; - g.ColorModifiers.clear(); - g.StyleModifiers.clear(); + g.ColorStack.clear(); + g.StyleVarStack.clear(); g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); - g.DrawDataBuilder.ClearFreeMemory(); - g.BackgroundDrawList.ClearFreeMemory(); - g.ForegroundDrawList.ClearFreeMemory(); + + g.Viewports.clear_delete(); g.TabBars.Clear(); g.CurrentTabBarStack.clear(); g.ShrinkWidthBuffer.clear(); - g.PrivateClipboard.clear(); + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); g.InputTextState.ClearFreeMemory(); - for( int i = 0; i < g.SettingsWindows.Size; i++ ) - { - IM_DELETE( g.SettingsWindows[i].Name ); - } g.SettingsWindows.clear(); g.SettingsHandlers.clear(); - if( g.LogFile && g.LogFile != stdout ) + if( g.LogFile ) { - fclose( 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.Initialized = false; } @@ -4595,10 +5223,7 @@ static void AddWindowToSortBuffer( ImVector* out_sorted_windows, I if( window->Active ) { int count = window->DC.ChildWindows.Size; - if( count > 1 ) - { - ImQsort( window->DC.ChildWindows.Data, ( size_t )count, sizeof( ImGuiWindow* ), ChildWindowComparer ); - } + ImQsort( window->DC.ChildWindows.Data, ( size_t )count, sizeof( ImGuiWindow* ), ChildWindowComparer ); for( int i = 0; i < count; i++ ) { ImGuiWindow* child = window->DC.ChildWindows[i]; @@ -4612,20 +5237,13 @@ static void AddWindowToSortBuffer( ImVector* out_sorted_windows, I static void AddDrawListToDrawData( ImVector* out_list, ImDrawList* draw_list ) { - if( draw_list->CmdBuffer.empty() ) + if( draw_list->CmdBuffer.Size == 0 ) { return; } - - // Remove trailing command if unused - ImDrawCmd& last_cmd = draw_list->CmdBuffer.back(); - if( last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL ) + if( draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL ) { - draw_list->CmdBuffer.pop_back(); - if( draw_list->CmdBuffer.empty() ) - { - return; - } + return; } // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. @@ -4640,13 +5258,13 @@ static void AddDrawListToDrawData( ImVector* out_list, ImDrawList* // 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 window to inspect draw list contents. + // 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 back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. - // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // (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-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. - // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // (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. @@ -4660,33 +5278,31 @@ static void AddDrawListToDrawData( ImVector* out_list, ImDrawList* out_list->push_back( draw_list ); } -static void AddWindowToDrawData( ImVector* out_render_list, ImGuiWindow* window ) +static void AddWindowToDrawData( ImGuiWindow* window, int layer ) { ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; g.IO.MetricsRenderWindows++; - AddDrawListToDrawData( out_render_list, window->DrawList ); + 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 + if( IsWindowActiveAndVisible( child ) ) // Clipped children may have been marked not active { - AddWindowToDrawData( out_render_list, child ); + AddWindowToDrawData( child, layer ); } } } -// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) -static void AddRootWindowToDrawData( ImGuiWindow* window ) +static inline int GetWindowDisplayLayer( ImGuiWindow* window ) { - ImGuiContext& g = *GImGui; - if( window->Flags & ImGuiWindowFlags_Tooltip ) - { - AddWindowToDrawData( &g.DrawDataBuilder.Layers[1], window ); - } - else - { - AddWindowToDrawData( &g.DrawDataBuilder.Layers[0], window ); - } + 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 ) ); } void ImDrawDataBuilder::FlattenIntoSingleLayer() @@ -4711,24 +5327,32 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer() } } -static void SetupDrawData( ImVector* draw_lists, ImDrawData* draw_data ) +static void SetupViewportDrawData( ImGuiViewportP* viewport, ImVector* draw_lists ) { ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; 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 = ImVec2( 0.0f, 0.0f ); - draw_data->DisplaySize = io.DisplaySize; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = viewport->Size; draw_data->FramebufferScale = io.DisplayFramebufferScale; for( int n = 0; n < draw_lists->Size; n++ ) { - draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; - draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + ImDrawList* draw_list = draw_lists->Data[n]; + draw_list->_PopUnusedDrawCmd(); + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; } } -// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. void ImGui::PushClipRect( const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect ) { ImGuiWindow* window = GetCurrentWindow(); @@ -4743,55 +5367,139 @@ void ImGui::PopClipRect() window->ClipRect = window->DrawList->_ClipRectStack.back(); } +static void ImGui::RenderDimmedBackgroundBehindWindow( ImGuiWindow* window, ImU32 col ) +{ + if( ( col & IM_COL32_A_MASK ) == 0 ) + { + return; + } + + ImGuiViewportP* viewport = ( ImGuiViewportP* )GetMainViewport(); + 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->RootWindow->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. + } +} + +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; +} + +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; + } + + 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 ) ); + } + else if( dim_bg_for_window_list ) + { + // Draw dimming behind CTRL+Tab target window + RenderDimmedBackgroundBehindWindow( g.NavWindowingTargetAnim, GetColorU32( ImGuiCol_NavWindowingDimBg, g.DimBgRatio ) ); + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = GetMainViewport(); + 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(); + } +} + // 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 ); - if( g.FrameCountEnded == g.FrameCount ) // Don't process EndFrame() multiple times. + + // Don't process EndFrame() multiple times. + if( g.FrameCountEnded == g.FrameCount ) { return; } - IM_ASSERT( g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?" ); + IM_ASSERT( g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?" ); - // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if( g.IO.ImeSetInputScreenPosFn && ( g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr( g.PlatformImeLastPos - g.PlatformImePos ) > 0.0001f ) ) - { - g.IO.ImeSetInputScreenPosFn( ( int )g.PlatformImePos.x, ( int )g.PlatformImePos.y ); - g.PlatformImeLastPos = g.PlatformImePos; - } + CallContextHooks( &g, ImGuiContextHookType_EndFramePre ); - // 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 ) + 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 ) { - if( g.CurrentWindowStack.Size > 1 ) - { - IM_ASSERT( g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?" ); - while( g.CurrentWindowStack.Size > 1 ) // FIXME-ERRORHANDLING - { - End(); - } - } - else - { - IM_ASSERT( g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?" ); - } + g.IO.SetPlatformImeDataFn( GetMainViewport(), &g.PlatformImeData ); } // Hide implicit/fallback "Debug" window if it hasn't been used - g.FrameScopePushedImplicitWindow = false; + g.WithinFrameScopeWithImplicitWindow = false; if( g.CurrentWindow && !g.CurrentWindow->WriteAccessed ) { g.CurrentWindow->Active = false; } End(); - // Show CTRL+TAB list window - if( g.NavWindowingTarget != NULL ) - { - NavUpdateWindowingOverlay(); - } + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if( g.DragDropActive ) @@ -4805,24 +5513,24 @@ void ImGui::EndFrame() } // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. - if( g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount ) + if( g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !( g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip ) ) { - g.DragDropWithinSourceOrTarget = true; + g.DragDropWithinSource = true; SetTooltip( "..." ); - g.DragDropWithinSourceOrTarget = false; + g.DragDropWithinSource = false; } // End frame - g.FrameScopeActive = false; + g.WithinFrameScope = false; g.FrameCountEnded = g.FrameCount; // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); // Sort the window list so that all child windows are after their parent - // We cannot do that on FocusWindow() because childs may not exist yet - g.WindowsSortBuffer.resize( 0 ); - g.WindowsSortBuffer.reserve( g.Windows.Size ); + // 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]; @@ -4830,12 +5538,12 @@ void ImGui::EndFrame() { continue; } - AddWindowToSortBuffer( &g.WindowsSortBuffer, window ); + 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.WindowsSortBuffer.Size ); - g.Windows.swap( g.WindowsSortBuffer ); + IM_ASSERT( g.Windows.Size == g.WindowsTempSortBuffer.Size ); + g.Windows.swap( g.WindowsTempSortBuffer ); g.IO.MetricsActiveWindows = g.WindowsActiveCount; // Unlock font atlas @@ -4845,8 +5553,13 @@ void ImGui::EndFrame() g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize( 0 ); memset( g.IO.NavInputs, 0, sizeof( g.IO.NavInputs ) ); + + CallContextHooks( &g, ImGuiContextHookType_EndFramePost ); } +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { ImGuiContext& g = *GImGui; @@ -4856,22 +5569,37 @@ void ImGui::Render() { EndFrame(); } + const bool first_render_of_frame = ( g.FrameCountRendered != g.FrameCount ); g.FrameCountRendered = g.FrameCount; + g.IO.MetricsRenderWindows = 0; - // Gather ImDrawList to render (for each active window) - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; - g.DrawDataBuilder.Clear(); - if( !g.BackgroundDrawList.VtxBuffer.empty() ) + CallContextHooks( &g, ImGuiContextHookType_RenderPre ); + + // Add background ImDrawList (for each active viewport) + for( int n = 0; n != g.Viewports.Size; n++ ) { - AddDrawListToDrawData( &g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList ); + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.Clear(); + if( viewport->DrawLists[0] != NULL ) + { + AddDrawListToDrawData( &viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList( viewport ) ); + } } + // Draw modal/window whitening backgrounds + if( first_render_of_frame ) + { + 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->RootWindow : NULL; - windows_to_render_top_most[1] = g.NavWindowingTarget ? g.NavWindowingList : 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 ); @@ -4882,35 +5610,37 @@ void ImGui::Render() { AddRootWindowToDrawData( windows_to_render_top_most[n] ); } - g.DrawDataBuilder.FlattenIntoSingleLayer(); - // Draw software mouse cursor if requested - if( g.IO.MouseDrawCursor ) + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if( g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None ) { - RenderMouseCursor( &g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32( 0, 0, 0, 48 ) ); + RenderMouseCursor( g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32( 0, 0, 0, 48 ) ); } - if( !g.ForegroundDrawList.VtxBuffer.empty() ) + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for( int n = 0; n < g.Viewports.Size; n++ ) { - AddDrawListToDrawData( &g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList ); + 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->DrawDataP; + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } - // Setup ImDrawData structure for end-user - SetupDrawData( &g.DrawDataBuilder.Layers[0], &g.DrawData ); - g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; - g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; - - // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if( g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL ) - { - g.IO.RenderDrawListsFn( &g.DrawData ); - } -#endif + CallContextHooks( &g, ImGuiContextHookType_RenderPost ); } // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. -// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) +// 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; @@ -4934,13 +5664,17 @@ ImVec2 ImGui::CalcTextSize( const char* text, const char* text_end, bool hide_te ImVec2 text_size = font->CalcTextSizeA( font_size, FLT_MAX, wrap_width, text, text_display_end, NULL ); // Round - text_size.x = ( float )( int )( text_size.x + 0.95f ); + // 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 ); return text_size; } // Find window given position, search front-to-back -// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is // called, aka before the next Begin(). Moving window isn't affected. static void FindHoveredWindow() @@ -4948,16 +5682,18 @@ static void FindHoveredWindow() ImGuiContext& g = *GImGui; 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_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax( g.Style.TouchExtraPadding, ImVec2( WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS ) ) : padding_regular; + 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; @@ -4975,279 +5711,42 @@ static void FindHoveredWindow() } else { - bb.Expand( padding_for_resize_from_edges ); + bb.Expand( padding_for_resize ); } if( !bb.Contains( g.IO.MousePos ) ) { continue; } - // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches. + // 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; } - if( hovered_window ) + IM_MSVC_WARNING_SUPPRESS( 28182 ); // [Static Analyzer] Dereferencing NULL pointer. + if( hovered_window_ignoring_moving_window == NULL && ( !g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow ) ) + { + hovered_window_ignoring_moving_window = window; + } + if( hovered_window && hovered_window_ignoring_moving_window ) { break; } } g.HoveredWindow = hovered_window; - g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - -} - -// 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 ); - } - - // 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; - } - return true; -} - -int ImGui::GetKeyIndex( ImGuiKey imgui_key ) -{ - IM_ASSERT( imgui_key >= 0 && imgui_key < ImGuiKey_COUNT ); - ImGuiContext& g = *GImGui; - return g.IO.KeyMap[imgui_key]; -} - -// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! -bool ImGui::IsKeyDown( int user_key_index ) -{ - if( user_key_index < 0 ) - { - return false; - } - ImGuiContext& g = *GImGui; - IM_ASSERT( user_key_index >= 0 && user_key_index < IM_ARRAYSIZE( g.IO.KeysDown ) ); - return g.IO.KeysDown[user_key_index]; -} - -int ImGui::CalcTypematicPressedRepeatAmount( float t, float t_prev, float repeat_delay, float repeat_rate ) -{ - if( t == 0.0f ) - { - return 1; - } - if( t <= repeat_delay || repeat_rate <= 0.0f ) - { - return 0; - } - const int count = ( int )( ( t - repeat_delay ) / repeat_rate ) - ( int )( ( t_prev - repeat_delay ) / repeat_rate ); - return ( count > 0 ) ? count : 0; -} - -int ImGui::GetKeyPressedAmount( int key_index, float repeat_delay, float repeat_rate ) -{ - ImGuiContext& g = *GImGui; - if( key_index < 0 ) - { - return 0; - } - IM_ASSERT( key_index >= 0 && key_index < IM_ARRAYSIZE( g.IO.KeysDown ) ); - const float t = g.IO.KeysDownDuration[key_index]; - return CalcTypematicPressedRepeatAmount( t, t - g.IO.DeltaTime, repeat_delay, repeat_rate ); -} - -bool ImGui::IsKeyPressed( int user_key_index, bool repeat ) -{ - ImGuiContext& g = *GImGui; - if( user_key_index < 0 ) - { - return false; - } - IM_ASSERT( user_key_index >= 0 && user_key_index < IM_ARRAYSIZE( g.IO.KeysDown ) ); - const float t = g.IO.KeysDownDuration[user_key_index]; - if( t == 0.0f ) - { - return true; - } - if( repeat && t > g.IO.KeyRepeatDelay ) - { - return GetKeyPressedAmount( user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate ) > 0; - } - return false; -} - -bool ImGui::IsKeyReleased( int user_key_index ) -{ - ImGuiContext& g = *GImGui; - if( user_key_index < 0 ) - { - return false; - } - IM_ASSERT( user_key_index >= 0 && user_key_index < IM_ARRAYSIZE( g.IO.KeysDown ) ); - return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; -} - -bool ImGui::IsMouseDown( int button ) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT( button >= 0 && button < IM_ARRAYSIZE( g.IO.MouseDown ) ); - return g.IO.MouseDown[button]; -} - -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; -} - -bool ImGui::IsMouseClicked( int 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 = CalcTypematicPressedRepeatAmount( t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f ); - if( amount > 0 ) - { - return true; - } - } - - return false; -} - -bool ImGui::IsMouseReleased( int button ) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT( button >= 0 && button < IM_ARRAYSIZE( g.IO.MouseDown ) ); - return g.IO.MouseReleased[button]; -} - -bool ImGui::IsMouseDoubleClicked( int button ) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT( button >= 0 && button < IM_ARRAYSIZE( g.IO.MouseDown ) ); - return g.IO.MouseDoubleClicked[button]; -} - -// [Internal] This doesn't test if the button is pressed -bool ImGui::IsMouseDragPastThreshold( int 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; -} - -bool ImGui::IsMouseDragging( int 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 ); -} - -ImVec2 ImGui::GetMousePos() -{ - return GImGui->IO.MousePos; -} - -// 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; -} - -// 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; -} - -// Return the delta from the initial clicking position while the mouse button is clicked or was just released. -// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. -// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. -ImVec2 ImGui::GetMouseDragDelta( int 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 ); -} - -void ImGui::ResetMouseDragDelta( int 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; -} - -ImGuiMouseCursor ImGui::GetMouseCursor() -{ - return GImGui->MouseCursor; -} - -void ImGui::SetMouseCursor( ImGuiMouseCursor cursor_type ) -{ - GImGui->MouseCursor = cursor_type; -} - -void ImGui::CaptureKeyboardFromApp( bool capture ) -{ - GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; -} - -void ImGui::CaptureMouseFromApp( bool capture ) -{ - GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; } bool ImGui::IsItemActive() @@ -5255,8 +5754,7 @@ bool ImGui::IsItemActive() ImGuiContext& g = *GImGui; if( g.ActiveId ) { - ImGuiWindow* window = g.CurrentWindow; - return g.ActiveId == window->DC.LastItemId; + return g.ActiveId == g.LastItemData.ID; } return false; } @@ -5265,25 +5763,21 @@ bool ImGui::IsItemActivated() { ImGuiContext& g = *GImGui; if( g.ActiveId ) - { - ImGuiWindow* window = g.CurrentWindow; - if( g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId ) + if( g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID ) { return true; } - } return false; } bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if( window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated ) + if( g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated ) { - return ( window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated ) != 0; + return ( g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated ) != 0; } - return ( g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId ); + return ( g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID ); } bool ImGui::IsItemDeactivatedAfterEdit() @@ -5292,27 +5786,34 @@ bool ImGui::IsItemDeactivatedAfterEdit() return IsItemDeactivated() && ( g.ActiveIdPreviousFrameHasBeenEditedBefore || ( g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore ) ); } +// == GetItemID() == GetFocusID() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if( g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId ) + if( g.NavId != g.LastItemData.ID || g.NavId == 0 ) { return false; } return true; } -bool ImGui::IsItemClicked( int mouse_button ) +// 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 ); } +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return ( g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen ) ? true : false; +} + bool ImGui::IsItemToggledSelection() { ImGuiContext& g = *GImGui; - return ( g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection ) ? true : false; + return ( g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection ) ? true : false; } bool ImGui::IsAnyItemHovered() @@ -5335,55 +5836,75 @@ bool ImGui::IsAnyItemFocused() bool ImGui::IsItemVisible() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ClipRect.Overlaps( window->DC.LastItemRect ); + ImGuiContext& g = *GImGui; + return g.CurrentWindow->ClipRect.Overlaps( g.LastItemData.Rect ); } bool ImGui::IsItemEdited() { - ImGuiWindow* window = GetCurrentWindowRead(); - return ( window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited ) != 0; + ImGuiContext& g = *GImGui; + return ( g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited ) != 0; } // 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. void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; - if( g.HoveredId == g.CurrentWindow->DC.LastItemId ) + ImGuiID id = g.LastItemData.ID; + if( g.HoveredId == id ) { g.HoveredIdAllowOverlap = true; } - if( g.ActiveId == g.CurrentWindow->DC.LastItemId ) + if( g.ActiveId == id ) { g.ActiveIdAllowOverlap = true; } } +void ImGui::SetItemUsingMouseWheel() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if( g.HoveredId == id ) + { + g.HoveredIdUsingMouseWheel = true; + } + if( g.ActiveId == id ) + { + g.ActiveIdUsingMouseWheel = true; + } +} + +void ImGui::SetActiveIdUsingNavAndKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT( g.ActiveId != 0 ); + g.ActiveIdUsingNavDirMask = ~( ImU32 )0; + g.ActiveIdUsingNavInputMask = ~( ImU32 )0; + g.ActiveIdUsingKeyInputMask.SetAllBits(); + NavMoveRequestCancel(); +} + ImVec2 ImGui::GetItemRectMin() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Min; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; } ImVec2 ImGui::GetItemRectMax() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Max; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; } ImVec2 ImGui::GetItemRectSize() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.GetSize(); -} - -static ImRect GetViewportRect() { ImGuiContext& g = *GImGui; - return ImRect( 0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y ); + return g.LastItemData.Rect.GetSize(); } -static bool ImGui::BeginChildEx( const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags ) +bool ImGui::BeginChildEx( const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags ) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; @@ -5406,14 +5927,14 @@ static bool ImGui::BeginChildEx( const char* name, ImGuiID id, const ImVec2& siz 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. - char title[256]; + const char* temp_window_name; if( name ) { - ImFormatString( title, IM_ARRAYSIZE( title ), "%s/%s_%08X", parent_window->Name, name, id ); + ImFormatStringToTempBuffer( &temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id ); } else { - ImFormatString( title, IM_ARRAYSIZE( title ), "%s/%08X", parent_window->Name, id ); + ImFormatStringToTempBuffer( &temp_window_name, NULL, "%s/%08X", parent_window->Name, id ); } const float backup_border_size = g.Style.ChildBorderSize; @@ -5421,7 +5942,7 @@ static bool ImGui::BeginChildEx( const char* name, ImGuiID id, const ImVec2& siz { g.Style.ChildBorderSize = 0.0f; } - bool ret = Begin( title, NULL, flags ); + bool ret = Begin( temp_window_name, NULL, flags ); g.Style.ChildBorderSize = backup_border_size; ImGuiWindow* child_window = g.CurrentWindow; @@ -5436,11 +5957,11 @@ static bool ImGui::BeginChildEx( const char* name, ImGuiID id, const ImVec2& siz } // Process navigation-in immediately so NavInit can run on first frame - if( g.NavActivateId == id && !( flags & ImGuiWindowFlags_NavFlattened ) && ( child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll ) ) + 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 a dummy id so that key-press won't activate child item + 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; @@ -5463,7 +5984,10 @@ void ImGui::EndChild() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT( window->Flags & ImGuiWindowFlags_ChildWindow ); // Mismatched BeginChild()/EndChild() callss + IM_ASSERT( g.WithinEndChild == false ); + IM_ASSERT( window->Flags & ImGuiWindowFlags_ChildWindow ); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChild = true; if( window->BeginCount > 1 ) { End(); @@ -5484,13 +6008,13 @@ void ImGui::EndChild() ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb( parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz ); ItemSize( sz ); - if( ( window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll ) && !( window->Flags & ImGuiWindowFlags_NavFlattened ) ) + 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 - if( window->DC.NavLayerActiveMask == 0 && window == g.NavWindow ) + // 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 ); } @@ -5500,7 +6024,13 @@ void ImGui::EndChild() // 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 } // Helper to create a child window / scrolling region that looks like a normal widget frame. @@ -5523,88 +6053,6 @@ void ImGui::EndChildFrame() EndChild(); } -// Save and compare stack sizes on Begin()/End() to detect usage errors -static void CheckStacksSize( ImGuiWindow* window, bool write ) -{ - // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - ImGuiContext& g = *GImGui; - short* p_backup = &window->DC.StackSizesBackup[0]; - { - int current = window->IDStack.Size; // Too few or too many PopID()/TreePop() - if( write ) - { - *p_backup = ( short )current; - } - else - { - IM_ASSERT( *p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!" ); - } - p_backup++; - } - { - int current = window->DC.GroupStack.Size; // Too few or too many EndGroup() - if( write ) - { - *p_backup = ( short )current; - } - else - { - IM_ASSERT( *p_backup == current && "BeginGroup/EndGroup Mismatch!" ); - } - p_backup++; - } - { - int current = g.BeginPopupStack.Size; // Too few or too many EndMenu()/EndPopup() - if( write ) - { - *p_backup = ( short )current; - } - else - { - IM_ASSERT( *p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch" ); - } - p_backup++; - } - // 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. - { - int current = g.ColorModifiers.Size; // Too few or too many PopStyleColor() - if( write ) - { - *p_backup = ( short )current; - } - else - { - IM_ASSERT( *p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!" ); - } - p_backup++; - } - { - int current = g.StyleModifiers.Size; // Too few or too many PopStyleVar() - if( write ) - { - *p_backup = ( short )current; - } - else - { - IM_ASSERT( *p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!" ); - } - p_backup++; - } - { - int current = g.FontStack.Size; // Too few or too many PopFont() - if( write ) - { - *p_backup = ( short )current; - } - else - { - IM_ASSERT( *p_backup >= current && "PushFont/PopFont Mismatch!" ); - } - p_backup++; - } - IM_ASSERT( p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE( window->DC.StackSizesBackup ) ); -} - static void SetWindowConditionAllowFlags( ImGuiWindow* window, ImGuiCond flags, bool enabled ) { window->SetWindowPosAllowFlags = enabled ? ( window->SetWindowPosAllowFlags | flags ) : ( window->SetWindowPosAllowFlags & ~flags ); @@ -5624,7 +6072,42 @@ ImGuiWindow* ImGui::FindWindowByName( const char* name ) return FindWindowByID( id ); } -static ImGuiWindow* CreateNewWindow( const char* name, ImVec2 size, ImGuiWindowFlags flags ) +static void ApplyWindowSettings( ImGuiWindow* window, ImGuiWindowSettings* settings ) +{ + window->Pos = ImFloor( ImVec2( settings->Pos.x, settings->Pos.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; +} + +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; +} + +static ImGuiWindow* CreateNewWindow( const char* name, ImGuiWindowFlags flags ) { ImGuiContext& g = *GImGui; //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); @@ -5635,24 +6118,19 @@ static ImGuiWindow* CreateNewWindow( const char* name, ImVec2 size, ImGuiWindowF 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. - window->Pos = ImVec2( 60, 60 ); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2( 60, 60 ); // 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->SettingsIdx = g.SettingsWindows.index_from_ptr( settings ); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr( settings ); SetWindowConditionAllowFlags( window, ImGuiCond_FirstUseEver, false ); - window->Pos = ImVec2( settings->Pos.x, settings->Pos.y ); - window->Collapsed = settings->Collapsed; - if( settings->Size.x > 0 && settings->Size.y > 0 ) - { - size = ImVec2( settings->Size.x, settings->Size.y ); - } + ApplyWindowSettings( window, settings ); } - window->Size = window->SizeFull = ImFloor( size ); - window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values if( ( flags & ImGuiWindowFlags_AlwaysAutoResize ) != 0 ) { @@ -5672,7 +6150,6 @@ static ImGuiWindow* CreateNewWindow( const char* name, ImVec2 size, ImGuiWindowF window->AutoFitOnlyGrows = ( window->AutoFitFramesX > 0 ) || ( window->AutoFitFramesY > 0 ); } - g.WindowsFocusOrder.push_back( window ); if( flags & ImGuiWindowFlags_NoBringToFrontOnFocus ) { g.Windows.push_front( window ); // Quite slow but rare and only once @@ -5681,12 +6158,15 @@ static ImGuiWindow* CreateNewWindow( const char* name, ImVec2 size, ImGuiWindowF { g.Windows.push_back( window ); } + UpdateWindowInFocusOrderList( window, true, window->Flags ); + return window; } -static ImVec2 CalcWindowSizeAfterConstraint( ImGuiWindow* window, ImVec2 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 ) { // Using -1,-1 on either X/Y axis to preserve the current size. @@ -5703,44 +6183,52 @@ static ImVec2 CalcWindowSizeAfterConstraint( ImGuiWindow* window, ImVec2 new_siz g.NextWindowData.SizeCallback( &data ); new_size = data.DesiredSize; } - new_size.x = ImFloor( new_size.x ); - new_size.y = ImFloor( new_size.y ); + new_size.x = IM_FLOOR( new_size.x ); + new_size.y = IM_FLOOR( new_size.y ); } // Minimum size if( !( window->Flags & ( ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize ) ) ) { + ImGuiWindow* window_for_height = 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, window->TitleBarHeight() + window->MenuBarHeight() + ImMax( 0.0f, g.Style.WindowRounding - 1.0f ) ); // Reduce artifacts with very small windows + 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 CalcWindowContentSize( ImGuiWindow* window ) +static void CalcWindowContentSizes( ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal ) { - if( window->Collapsed ) - if( window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 ) - { - return window->ContentSize; - } - if( window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0 ) + bool preserve_old_content_sizes = false; + if( window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 ) { - return window->ContentSize; + 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; } - ImVec2 sz; - sz.x = ( float )( int )( ( window->ContentSizeExplicit.x != 0.0f ) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x ); - sz.y = ( float )( int )( ( window->ContentSizeExplicit.y != 0.0f ) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y ); - return sz; + 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 ); } static ImVec2 CalcWindowAutoFitSize( ImGuiWindow* window, const ImVec2& size_contents ) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - ImVec2 size_decorations = ImVec2( 0.0f, window->TitleBarHeight() + window->MenuBarHeight() ); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + size_decorations; + ImVec2 size_desired = size_contents + size_pad + ImVec2( 0.0f, decoration_up_height ); if( window->Flags & ImGuiWindowFlags_Tooltip ) { // Tooltip always resize @@ -5756,13 +6244,16 @@ static ImVec2 CalcWindowAutoFitSize( ImGuiWindow* window, const ImVec2& size_con { size_min = ImMin( size_min, ImVec2( 4.0f, 4.0f ) ); } - ImVec2 size_auto_fit = ImClamp( size_desired, size_min, ImMax( size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f ) ); + + // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? + ImVec2 avail_size = ImGui::GetMainViewport()->Size; + 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 - size_decorations.x < 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 - size_decorations.y < size_contents.y && !( window->Flags & ImGuiWindowFlags_NoScrollbar ) ) || ( window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar ); + 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; @@ -5775,21 +6266,23 @@ static ImVec2 CalcWindowAutoFitSize( ImGuiWindow* window, const ImVec2& size_con } } -ImVec2 ImGui::CalcWindowExpectedSize( ImGuiWindow* window ) +ImVec2 ImGui::CalcWindowNextAutoFitSize( ImGuiWindow* window ) { - ImVec2 size_contents = CalcWindowContentSize( window ); - ImVec2 size_auto_fit = CalcWindowAutoFitSize( window, size_contents ); + 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 GetWindowBgColorIdxFromFlags( ImGuiWindowFlags flags ) +static ImGuiCol GetWindowBgColorIdx( ImGuiWindow* window ) { - if( flags & ( ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup ) ) + if( window->Flags & ( ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup ) ) { return ImGuiCol_PopupBg; } - if( flags & ImGuiWindowFlags_ChildWindow ) + if( window->Flags & ImGuiWindowFlags_ChildWindow ) { return ImGuiCol_ChildBg; } @@ -5814,19 +6307,34 @@ static void CalcResizePosSizeFromAnyCorner( ImGuiWindow* window, const ImVec2& c *out_size = size_constrained; } +// Data for resizing from corner struct ImGuiResizeGripDef { 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 - { ImVec2( 1, 0 ), ImVec2( -1, +1 ), 9, 12 }, // Upper right + { 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; +}; +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 }; static ImRect GetResizeBorderRect( ImGuiWindow* window, int border_n, float perp_padding, float thickness ) @@ -5836,29 +6344,50 @@ static ImRect GetResizeBorderRect( ImGuiWindow* window, int border_n, float perp { rect.Max -= ImVec2( 1, 1 ); } - if( border_n == 0 ) + if( border_n == ImGuiDir_Left ) { - return ImRect( rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness ); // Top + return ImRect( rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding ); } - if( border_n == 1 ) + 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 ); // Right + return ImRect( rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding ); } - if( border_n == 2 ) + if( border_n == ImGuiDir_Up ) { - return ImRect( rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness ); // Bottom + return ImRect( rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness ); } - if( border_n == 3 ) + if( border_n == ImGuiDir_Down ) { - return ImRect( rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding ); // Left + 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->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->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::UpdateManualResize( ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4] ) +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; @@ -5874,26 +6403,26 @@ static bool ImGui::UpdateManualResize( ImGuiWindow* window, const ImVec2& size_a bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = ( float )( int )ImMax( g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f ); - const float grip_hover_inner_size = ( float )( int )( grip_draw_size * 0.75f ); - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + 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 ); // Resize grips and borders are on layer 1 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = ( 1 << ImGuiNavLayer_Menu ); // Manual resize grips PushID( "#RESIZE" ); 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 ); + 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 - ImRect resize_rect( corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size ); + 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 ); @@ -5902,15 +6431,16 @@ static bool ImGui::UpdateManualResize( ImGuiWindow* window, const ImVec2& size_a { ImSwap( resize_rect.Min.y, resize_rect.Max.y ); } - bool hovered, held; - ButtonBehavior( resize_rect, window->GetID( ( void* )( intptr_t )resize_grip_n ), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus ); + ImGuiID resize_grip_id = window->GetID( resize_grip_n ); // == GetWindowResizeCornerID() + KeepAliveID( resize_grip_id ); + 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] && resize_grip_n == 0 ) + if( held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0 ) { // Manual auto-fit when double-clicking size_target = CalcWindowSizeAfterConstraint( window, size_auto_fit ); @@ -5921,9 +6451,14 @@ static bool ImGui::UpdateManualResize( ImGuiWindow* window, const ImVec2& size_a { // 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 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp( grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN ); // Corner of the window corresponding to our corner grip - CalcResizePosSizeFromAnyCorner( window, corner_target, grip.CornerPosN, &pos_target, &size_target ); + 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 ); @@ -5931,13 +6466,18 @@ static bool ImGui::UpdateManualResize( ImGuiWindow* window, const ImVec2& size_a } 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_RESIZE_FROM_EDGES_HALF_THICKNESS ); - ButtonBehavior( border_rect, window->GetID( ( void* )( intptr_t )( border_n + 4 ) ), &hovered, &held, ImGuiButtonFlags_FlattenChildren ); + ImRect border_rect = GetResizeBorderRect( window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING ); + ImGuiID border_id = window->GetID( border_n + 4 ); // == GetWindowResizeBorderID() + KeepAliveID( border_id ); + 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 = ( border_n & 1 ) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + g.MouseCursor = ( axis == ImGuiAxis_X ) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; if( held ) { *border_held = border_n; @@ -5945,49 +6485,36 @@ static bool ImGui::UpdateManualResize( ImGuiWindow* window, const ImVec2& size_a } 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; - ImVec2 border_posn; - if( border_n == 0 ) - { - border_posn = ImVec2( 0, 0 ); // Top - border_target.y = ( g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS ); - } - if( border_n == 1 ) - { - border_posn = ImVec2( 1, 0 ); // Right - border_target.x = ( g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS ); - } - if( border_n == 2 ) - { - border_posn = ImVec2( 0, 1 ); // Bottom - border_target.y = ( g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS ); - } - if( border_n == 3 ) - { - border_posn = ImVec2( 0, 0 ); // Left - border_target.x = ( g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS ); - } - CalcResizePosSizeFromAnyCorner( window, border_target, border_posn, &pos_target, &size_target ); + 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->RootWindow == window ) { ImVec2 nav_resize_delta; - if( g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift ) + if( g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift ) { - nav_resize_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down ); + nav_resize_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_RawKeyboard, ImGuiNavReadMode_Down ); } - if( g.NavInputSource == ImGuiInputSource_NavGamepad ) + if( g.NavInputSource == ImGuiInputSource_Gamepad ) { - nav_resize_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down ); + nav_resize_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_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 ); @@ -6008,19 +6535,19 @@ static bool ImGui::UpdateManualResize( ImGuiWindow* window, const ImVec2& size_a MarkIniSettingsDirty( window ); } - // Resize nav layer - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = ( 1 << ImGuiNavLayer_Main ); - window->Size = window->SizeFull; return ret_auto_fit; } -static inline void ClampWindowRect( ImGuiWindow* window, const ImRect& rect, const ImVec2& padding ) +static inline void ClampWindowRect( ImGuiWindow* window, const ImRect& visibility_rect ) { ImGuiContext& g = *GImGui; - ImVec2 size_for_clamping = ( g.IO.ConfigWindowsMoveFromTitleBarOnly && !( window->Flags & ImGuiWindowFlags_NoTitleBar ) ) ? ImVec2( window->Size.x, window->TitleBarHeight() ) : window->Size; - window->Pos = ImMin( rect.Max - padding, ImMax( window->Pos + size_for_clamping, rect.Min + padding ) - size_for_clamping ); + 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 ); } static void ImGui::RenderWindowOuterBorders( ImGuiWindow* window ) @@ -6030,30 +6557,17 @@ static void ImGui::RenderWindowOuterBorders( ImGuiWindow* window ) 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, ImDrawCornerFlags_All, border_size ); + 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 ) { - struct ImGuiResizeBorderDef - { - ImVec2 InnerDir; - ImVec2 CornerPosN1, CornerPosN2; - float OuterAngle; - }; - static const ImGuiResizeBorderDef resize_border_def[4] = - { - { ImVec2( 0, +1 ), ImVec2( 0, 0 ), ImVec2( 1, 0 ), IM_PI * 1.50f }, // Top - { ImVec2( -1, 0 ), ImVec2( 1, 0 ), ImVec2( 1, 1 ), IM_PI * 0.00f }, // Right - { ImVec2( 0, -1 ), ImVec2( 1, 1 ), ImVec2( 0, 1 ), IM_PI * 0.50f }, // Bottom - { ImVec2( +1, 0 ), ImVec2( 0, 1 ), ImVec2( 0, 0 ), IM_PI * 1.00f } // Left - }; 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.CornerPosN1 ) + 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.CornerPosN2 ) + ImVec2( 0.5f, 0.5f ) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f ); - window->DrawList->PathStroke( GetColorU32( ImGuiCol_SeparatorActive ), false, ImMax( 2.0f, border_size ) ); // Thicker than usual + 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 ) ) { @@ -6062,12 +6576,18 @@ static void ImGui::RenderWindowOuterBorders( ImGuiWindow* window ) } } +// Draw background and borders +// Draw and handle scrollbars void ImGui::RenderWindowDecorations( ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, 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; @@ -6086,24 +6606,26 @@ void ImGui::RenderWindowDecorations( ImGuiWindow* window, const ImRect& title_ba // Window background if( !( flags & ImGuiWindowFlags_NoBackground ) ) { - ImU32 bg_col = GetColorU32( GetWindowBgColorIdxFromFlags( flags ) ); + ImU32 bg_col = GetColorU32( GetWindowBgColorIdx( window ) ); + bool override_alpha = false; float alpha = 1.0f; if( g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha ) { alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; } - if( alpha != 1.0f ) + if( override_alpha ) { bg_col = ( bg_col & ~IM_COL32_A_MASK ) | ( IM_F32_TO_INT8_SAT( alpha ) << IM_COL32_A_SHIFT ); } - window->DrawList->AddRectFilled( window->Pos + ImVec2( 0, window->TitleBarHeight() ), window->Pos + window->Size, bg_col, window_rounding, ( flags & ImGuiWindowFlags_NoTitleBar ) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot ); + window->DrawList->AddRectFilled( window->Pos + ImVec2( 0, window->TitleBarHeight() ), window->Pos + window->Size, bg_col, window_rounding, ( flags & ImGuiWindowFlags_NoTitleBar ) ? 0 : ImDrawFlags_RoundCornersBottom ); } // Title bar if( !( flags & ImGuiWindowFlags_NoTitleBar ) ) { 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, ImDrawCornerFlags_Top ); + window->DrawList->AddRectFilled( title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop ); } // Menu bar @@ -6111,7 +6633,7 @@ void ImGui::RenderWindowDecorations( ImGuiWindow* window, const ImRect& title_ba { 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, ImDrawCornerFlags_Top ); + 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 ); @@ -6158,10 +6680,10 @@ void ImGui::RenderWindowTitleBarContents( ImGuiWindow* window, const ImRect& tit 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) - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + // 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; - window->DC.NavLayerCurrentMask = ( 1 << ImGuiNavLayer_Menu ); // Layout buttons // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. @@ -6201,17 +6723,15 @@ void ImGui::RenderWindowTitleBarContents( ImGuiWindow* window, const ImRect& tit } window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = ( 1 << ImGuiNavLayer_Main ); - window->DC.ItemFlags = item_flags_backup; + 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 char* UNSAVED_DOCUMENT_MARKER = "*"; - const float marker_size_x = ( flags & ImGuiWindowFlags_UnsavedDocument ) ? CalcTextSize( UNSAVED_DOCUMENT_MARKER, NULL, false ).x : 0.0f; + 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 correct. + // while uncentered title text will still reach edges correctly. if( pad_l > style.FramePadding.x ) { pad_l += g.Style.ItemInnerSpacing.x; @@ -6229,25 +6749,35 @@ void ImGui::RenderWindowTitleBarContents( ImGuiWindow* window, const ImRect& tit } 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, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y ); - //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] - RenderTextClipped( layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r ); + 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 = ImVec2( ImMax( layout_r.Min.x, layout_r.Min.x + ( layout_r.GetWidth() - text_size.x ) * style.WindowTitleAlign.x ) + text_size.x, layout_r.Min.y ) + ImVec2( 2 - marker_size_x, 0.0f ); - ImVec2 off = ImVec2( 0.0f, ( float )( int )( -g.FontSize * 0.25f ) ); - RenderTextClipped( marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2( 0, style.WindowTitleAlign.y ), &clip_r ); + 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->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if( parent_window && ( flags & ImGuiWindowFlags_ChildWindow ) && !( flags & ImGuiWindowFlags_Tooltip ) ) { 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; @@ -6259,6 +6789,48 @@ void ImGui::UpdateWindowParentAndRootLinks( ImGuiWindow* window, ImGuiWindowFlag } } +// 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 +// - Modal1 // .. returns Modal2 +// - Window // .. returns Modal2 +// - Window // .. 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; +} + // Push a new Dear ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. @@ -6271,7 +6843,7 @@ 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.FrameScopeActive ); // Forgot to call ImGui::NewFrame() + 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 @@ -6279,8 +6851,11 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) const bool window_just_created = ( window == NULL ); if( window_just_created ) { - ImVec2 size_on_first_use = ( g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize ) ? g.NextWindowData.SizeVal : ImVec2( 0.0f, 0.0f ); // Any condition flag will do since we are creating a new window here. - window = CreateNewWindow( name, size_on_first_use, flags ); + window = CreateNewWindow( name, flags ); + } + else + { + UpdateWindowInFocusOrderList( window, window_just_created, flags ); } // Automatically disable manual moving/resizing when NoInputs is set @@ -6296,17 +6871,17 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) 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 bool window_just_activated_by_user = ( window->LastFrameActive < current_frame - 1 ); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = ( window->HiddenFramesCannotSkipItems > 0 ); 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 ); } - window->Appearing = ( window_just_activated_by_user || window_just_appearing_after_hidden_for_resize ); + window->Appearing = window_just_activated_by_user; if( window->Appearing ) { SetWindowConditionAllowFlags( window, ImGuiCond_Appearing, true ); @@ -6327,7 +6902,7 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) } // 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 = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window_in_stack = 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 ) ); @@ -6339,23 +6914,36 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() - g.CurrentWindowStack.push_back( window ); + 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; - CheckStacksSize( window, true ); + if( flags & ImGuiWindowFlags_ChildMenu ) + { + g.BeginMenuCount++; + } + 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; } - if( window_just_appearing_after_hidden_for_resize && !( flags & ImGuiWindowFlags_ChildWindow ) ) + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if( first_begin_of_the_frame ) { - window->NavLastIds[0] = 0; + 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 ) @@ -6380,6 +6968,19 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) 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; @@ -6406,12 +7007,13 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) { // Initialize const bool window_is_child_tooltip = ( flags & ImGuiWindowFlags_ChildWindow ) && ( flags & ImGuiWindowFlags_Tooltip ); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) - UpdateWindowParentAndRootLinks( window, flags, parent_window ); - + 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; // Restore buffer capacity when woken from a compacted state, to avoid if( window->MemoryCompacted ) @@ -6422,7 +7024,7 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) // 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( g.NavWindowingList != NULL && ( window->Flags & ImGuiWindowFlags_NoNavFocus ) == 0 ) // Window titles visible when using CTRL+TAB + if( g.NavWindowingListWindow != NULL && ( window->Flags & ImGuiWindowFlags_NoNavFocus ) == 0 ) // Window titles visible when using CTRL+TAB { window_title_visible_elsewhere = true; } @@ -6436,7 +7038,7 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->ContentSize = CalcWindowContentSize( window ); + CalcWindowContentSizes( window, &window->ContentSize, &window->ContentSizeIdeal ); if( window->HiddenFramesCanSkipItems > 0 ) { window->HiddenFramesCanSkipItems--; @@ -6445,6 +7047,10 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) { 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 ) ) @@ -6467,11 +7073,15 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) { window->Size.y = window->SizeFull.y = 0.f; } - window->ContentSize = ImVec2( 0.f, 0.f ); + window->ContentSize = window->ContentSizeIdeal = ImVec2( 0.f, 0.f ); } } + // SELECT VIEWPORT // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + + ImGuiViewportP* viewport = ( ImGuiViewportP* )( void* )GetMainViewport(); + SetWindowViewport( window, viewport ); SetCurrentWindow( window ); // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) @@ -6489,6 +7099,8 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) { 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; @@ -6498,7 +7110,7 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) { // 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.MouseDoubleClicked[0] ) + 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; } @@ -6506,7 +7118,6 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) { window->Collapsed = !window->Collapsed; MarkIniSettingsDirty( window ); - FocusWindow( window ); } } else @@ -6518,7 +7129,7 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize( window, window->ContentSize ); + 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 ) @@ -6568,7 +7179,7 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) if( window_just_activated_by_user ) { window->AutoPosLastDirection = ImGuiDir_None; - if( ( flags & ImGuiWindowFlags_Popup ) != 0 && !window_pos_set_by_api ) + if( ( flags & ImGuiWindowFlags_Popup ) != 0 && !( flags & ImGuiWindowFlags_Modal ) && !window_pos_set_by_api ) // FIXME: BeginPopup() could use SetNextWindowPos() { window->Pos = g.BeginPopupStack.back().OpenPopupPos; } @@ -6589,7 +7200,7 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) const bool window_pos_with_pivot = ( window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0 ); if( window_pos_with_pivot ) { - SetWindowPos( window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0 ); // Position given a pivot (e.g. for centering) + SetWindowPos( window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0 ); // Position given a pivot (e.g. for centering) } else if( ( flags & ImGuiWindowFlags_ChildMenu ) != 0 ) { @@ -6604,23 +7215,30 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) window->Pos = FindBestWindowPosForPopup( window ); } - // Clamp position/size so window stays visible within its viewport or monitor + // 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( viewport->GetMainRect() ); + ImRect viewport_work_rect( 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. - ImRect viewport_rect( GetViewportRect() ); if( !window_pos_set_by_api && !( flags & ImGuiWindowFlags_ChildWindow ) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 ) - { - if( g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f ) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + if( viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f ) { - ImVec2 clamp_padding = ImMax( style.DisplayWindowPadding, style.DisplaySafeAreaPadding ); - ClampWindowRect( window, viewport_rect, clamp_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. 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 ) ) @@ -6633,15 +7251,43 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) { 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 +#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; + } +#endif + // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; - ImU32 resize_grip_col[4] = { 0 }; - const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 - const float resize_grip_draw_size = ( float )( int )ImMax( g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f ); + 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( !window->Collapsed ) - if( UpdateManualResize( window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0] ) ) + 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; } @@ -6687,7 +7333,7 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) // Inner rectangle // Not affected by window border size. Used by: // - InnerClipRect - // - ScrollToBringRectIntoView() + // - ScrollToRectEx() // - NavUpdatePageUpPageDown() // - Scrollbar() window->InnerRect.Min.x = window->Pos.x; @@ -6712,11 +7358,11 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) // 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 = ( float )( int )( window->Size.x * 0.65f ); + window->ItemWidthDefault = ImFloor( window->Size.x * 0.65f ); } else { - window->ItemWidthDefault = ( float )( int )( g.FontSize * 16.0f ); + window->ItemWidthDefault = ImFloor( g.FontSize * 16.0f ); } // SCROLLING @@ -6728,74 +7374,47 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) window->ScrollMax.y = ImMax( 0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight() ); // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp( window, true ); + window->Scroll = CalcNextScrollFromScrollTargetAndClamp( window ); window->ScrollTarget = ImVec2( FLT_MAX, FLT_MAX ); // DRAWING // Setup draw list and outer clipping rectangle - window->DrawList->Clear(); + 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 ); - // Draw modal window background (darkens what is behind them, all viewports) - const bool dim_bg_for_modal = ( flags & ImGuiWindowFlags_Modal ) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; - const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ( window == g.NavWindowingTargetAnim->RootWindow ); - if( dim_bg_for_modal || dim_bg_for_window_list ) - { - const ImU32 dim_bg_col = GetColorU32( dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio ); - window->DrawList->AddRectFilled( viewport_rect.Min, viewport_rect.Max, dim_bg_col ); - } - - // Draw navigation selection/windowing rectangle background - if( dim_bg_for_window_list && window == g.NavWindowingTargetAnim ) - { - ImRect bb = window->Rect(); - bb.Expand( g.FontSize ); - if( !bb.Contains( viewport_rect ) ) // Avoid drawing if the window covers all the viewport anyway - { - window->DrawList->AddRectFilled( bb.Min, bb.Max, GetColorU32( ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f ), g.Style.WindowRounding ); - } - } - - // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // 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. - // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. - // We also disabled this when we have dimming overlay behind this specific one child. - // FIXME: More 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. - bool render_decorations_in_parent = false; - if( ( flags & ImGuiWindowFlags_ChildWindow ) && !( flags & ImGuiWindowFlags_Popup ) && !window_is_child_tooltip ) - if( window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0 ) + // 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) + { + bool render_decorations_in_parent = false; + if( ( flags & ImGuiWindowFlags_ChildWindow ) && !( flags & ImGuiWindowFlags_Popup ) && !window_is_child_tooltip ) { - render_decorations_in_parent = true; + // - 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 ); - RenderWindowDecorations( window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size ); - - if( render_decorations_in_parent ) - { - window->DrawList = &window->DrawListInst; - } - - // Draw navigation selection/windowing rectangle border - if( g.NavWindowingTargetAnim == window ) - { - float rounding = ImMax( window->WindowRounding, g.Style.WindowRounding ); - ImRect bb = window->Rect(); - bb.Expand( g.FontSize ); - if( bb.Contains( viewport_rect ) ) // If a window fits the entire viewport, adjust its highlight inward + if( render_decorations_in_parent ) { - bb.Expand( -g.FontSize - 1.0f ); - rounding = window->WindowRounding; + 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 ); + RenderWindowDecorations( window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size ); + + if( render_decorations_in_parent ) + { + window->DrawList = &window->DrawListInst; } - window->DrawList->AddRect( bb.Min, bb.Max, GetColorU32( ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha ), rounding, ~0, 3.0f ); } // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) @@ -6813,54 +7432,57 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) 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] Contents Region - // FIXME-OBSOLETE: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // [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->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; - window->ContentsRegionRect.Max.x = window->ContentsRegionRect.Min.x + ( window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ( window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x ) ); - window->ContentsRegionRect.Max.y = window->ContentsRegionRect.Min.y + ( window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ( window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y ) ); + 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; - window->DC.CursorStartPos = window->Pos + ImVec2( window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y ); + + // 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.IsSameLine = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = ( window->ScrollMax.y > 0.0f ); - window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; - window->DC.NavLayerActiveMaskNext = 0x00; + 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.FocusCounterAll = window->DC.FocusCounterTab = -1; - window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled - window->DC.ItemFlagsStack.resize( 0 ); window->DC.ItemWidthStack.resize( 0 ); window->DC.TextWrapPosStack.resize( 0 ); - window->DC.CurrentColumns = NULL; - window->DC.TreeDepth = 0; - window->DC.TreeMayJumpToParentOnPopMask = 0x00; - window->DC.StateStorage = &window->StateStorage; - window->DC.GroupStack.resize( 0 ); - window->MenuColumns.Update( 3, style.ItemSpacing.x, window_just_activated_by_user ); - - if( ( flags & ImGuiWindowFlags_ChildWindow ) && ( window->DC.ItemFlags != parent_window->DC.ItemFlags ) ) - { - window->DC.ItemFlags = parent_window->DC.ItemFlags; - window->DC.ItemFlagsStack.push_back( window->DC.ItemFlags ); - } if( window->AutoFitFramesX > 0 ) { @@ -6875,35 +7497,37 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) if( want_focus ) { FocusWindow( window ); - NavInitWindow( window, false ); + NavInitWindow( window, false ); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls } // Title bar if( !( flags & ImGuiWindowFlags_NoTitleBar ) ) { - RenderWindowTitleBarContents( window, title_bar_rect, name, p_open ); + 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.ActiveId == move_id) + //if (g.NavWindow == window && g.ActiveId == 0) + if (g.ActiveId == window->MoveId) if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) LogToClipboard(); */ // 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. - window->DC.LastItemId = window->MoveId; - window->DC.LastItemStatusFlags = IsMouseHoveringRect( title_bar_rect.Min, title_bar_rect.Max, false ) ? ImGuiItemStatusFlags_HoveredRect : 0; - window->DC.LastItemRect = title_bar_rect; -#ifdef IMGUI_ENABLE_TEST_ENGINE + SetLastItemData( window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect( title_bar_rect.Min, title_bar_rect.Max, false ) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect ); + + // [Test Engine] Register title bar / tab if( !( window->Flags & ImGuiWindowFlags_NoTitleBar ) ) { - IMGUI_TEST_ENGINE_ITEM_ADD( window->DC.LastItemRect, window->DC.LastItemId ); + IMGUI_TEST_ENGINE_ITEM_ADD( g.LastItemData.Rect, g.LastItemData.ID ); } -#endif } else { @@ -6911,94 +7535,95 @@ bool ImGui::Begin( const char* name, bool* p_open, ImGuiWindowFlags flags ) SetCurrentWindow( window ); } + // Pull/inherit current state + window->DC.NavFocusScopeIdCurrent = ( flags & ImGuiWindowFlags_ChildWindow ) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID( "#FOCUSSCOPE" ); // Inherit from parent only // -V595 + 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) - if( first_begin_of_the_frame ) - { - window->WriteAccessed = false; - } - + window->WriteAccessed = false; window->BeginCount++; g.NextWindowData.ClearFlags(); - if( flags & ImGuiWindowFlags_ChildWindow ) + // Update visibility + if( first_begin_of_the_frame ) { - // 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 ); - if( !( flags & ImGuiWindowFlags_AlwaysAutoResize ) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 ) - if( window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y ) + 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 ); + 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; + } + } - // Hide along with parent or if parent is collapsed - if( parent_window && ( parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0 ) ) + // 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; } - if( parent_window && ( parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0 ) ) + + // 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->HiddenFramesCannotSkipItems = 1; + 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; } - // 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 - window->Hidden = ( window->HiddenFramesCanSkipItems > 0 ) || ( window->HiddenFramesCannotSkipItems > 0 ); - - // Update the SkipItems flag, used to early out of all items functions (no layout required) - bool skip_items = false; - if( window->Collapsed || !window->Active || window->Hidden ) - if( window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0 ) - { - skip_items = true; - } - window->SkipItems = skip_items; - - return !skip_items; + return !window->SkipItems; } -// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::Begin( const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags ) -{ - // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. - if( size_first_use.x != 0.0f || size_first_use.y != 0.0f ) - { - SetNextWindowSize( size_first_use, ImGuiCond_FirstUseEver ); - } - - // Old API feature: override the window background alpha with a parameter. - if( bg_alpha_override >= 0.0f ) - { - SetNextWindowBgAlpha( bg_alpha_override ); - } - - return Begin( name, p_open, flags ); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void ImGui::End() { ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - if( g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow ) + // Error checking: verify that user hasn't called End() too many times! + if( g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow ) { - // RB: disabled assert - //IM_ASSERT( g.CurrentWindowStack.Size > 1 && "Calling End() too many times!" ); - return; // FIXME-ERRORHANDLING + IM_ASSERT_USER_ERROR( g.CurrentWindowStack.Size > 1, "Calling End() too many times!" ); + return; } IM_ASSERT( g.CurrentWindowStack.Size > 0 ); - ImGuiWindow* window = g.CurrentWindow; + // Error checking: verify that user doesn't directly call End() on a child window. + if( window->Flags & ImGuiWindowFlags_ChildWindow ) + { + IM_ASSERT_USER_ERROR( g.WithinEndChild, "Must call EndChild() and not End()!" ); + } + // Close anything that is open if( window->DC.CurrentColumns ) { EndColumns(); @@ -7012,36 +7637,48 @@ void ImGui::End() } // Pop from window stack - g.CurrentWindowStack.pop_back(); + g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; + if( window->Flags & ImGuiWindowFlags_ChildMenu ) + { + g.BeginMenuCount--; + } if( window->Flags & ImGuiWindowFlags_Popup ) { g.BeginPopupStack.pop_back(); } - CheckStacksSize( window, false ); - SetCurrentWindow( g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back() ); + g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.pop_back(); + SetCurrentWindow( g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window ); } void ImGui::BringWindowToFocusFront( ImGuiWindow* window ) { 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; } - for( int i = g.WindowsFocusOrder.Size - 2; i >= 0; i-- ) // We can ignore the top-most window - if( g.WindowsFocusOrder[i] == window ) - { - memmove( &g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], ( size_t )( g.WindowsFocusOrder.Size - i - 1 ) * sizeof( ImGuiWindow* ) ); - g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; - break; - } + + 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->RootWindow == window ) + if( current_front_window == window || current_front_window->RootWindow == window ) // Cheap early out (could be better) { return; } @@ -7070,6 +7707,34 @@ void ImGui::BringWindowToDisplayBack( ImGuiWindow* window ) } } +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; + } +} + +int ImGui::FindWindowDisplayIndex( ImGuiWindow* 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 ) { @@ -7077,66 +7742,69 @@ void ImGui::FocusWindow( ImGuiWindow* window ) if( g.NavWindow != window ) { - g.NavWindow = window; + SetNavWindow( window ); if( window && g.NavDisableMouseHover ) { g.NavMousePosDirty = true; } - g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId - g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; - //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + g.NavFocusScopeId = 0; + g.NavIdIsAlive = false; } // Close popups if any ClosePopupsOverWindow( window, false ); + // Move the root window to the top of the pile + IM_ASSERT( window == NULL || window->RootWindow != NULL ); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + + // 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) + if( g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window ) + if( !g.ActiveIdNoClearOnFocusLoss ) + { + ClearActiveID(); + } + // Passing NULL allow to disable keyboard focus if( !window ) { return; } - // Move the root window to the top of the pile - if( window->RootWindow ) - { - window = window->RootWindow; - } - - // Steal focus on active widgets - if( window->Flags & ImGuiWindowFlags_Popup ) // FIXME: This statement should be unnecessary. Need further testing before removing it.. - if( g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window ) - { - ClearActiveID(); - } - // Bring to front - BringWindowToFocusFront( window ); - if( !( window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus ) ) + BringWindowToFocusFront( focus_front_window ); + if( ( ( window->Flags | display_front_window->Flags ) & ImGuiWindowFlags_NoBringToFrontOnFocus ) == 0 ) { - BringWindowToDisplayFront( window ); + 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 ) { - int under_this_window_idx = FindWindowFocusIndex( under_this_window ); - if( under_this_window_idx != -1 ) + // 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 ) { - start_idx = under_this_window_idx - 1; + 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 && !( window->Flags & ImGuiWindowFlags_ChildWindow ) ) + IM_ASSERT( window == window->RootWindow ); + if( window != ignore_window && window->WasActive ) if( ( window->Flags & ( ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs ) ) != ( ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs ) ) { ImGuiWindow* focus_window = NavRestoreLastChildNavWindow( window ); @@ -7147,104 +7815,7 @@ void ImGui::FocusTopMostWindowUnderOne( ImGuiWindow* under_this_window, ImGuiWin FocusWindow( NULL ); } -void ImGui::SetNextItemWidth( float item_width ) -{ - ImGuiContext& g = *GImGui; - g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; - g.NextItemData.Width = item_width; -} - -void ImGui::PushItemWidth( float item_width ) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DC.ItemWidth = ( item_width == 0.0f ? window->ItemWidthDefault : item_width ); - window->DC.ItemWidthStack.push_back( window->DC.ItemWidth ); - 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, ( float )( int )( ( w_full - ( style.ItemInnerSpacing.x ) * ( components - 1 ) ) / ( float )components ) ); - const float w_item_last = ImMax( 1.0f, ( float )( int )( w_full - ( w_item_one + style.ItemInnerSpacing.x ) * ( components - 1 ) ) ); - window->DC.ItemWidthStack.push_back( w_item_last ); - for( int i = 0; i < components - 1; i++ ) - { - window->DC.ItemWidthStack.push_back( w_item_one ); - } - window->DC.ItemWidth = window->DC.ItemWidthStack.back(); - g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; -} - -void ImGui::PopItemWidth() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemWidthStack.pop_back(); - window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.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 = ( float )( int )w; - return w; -} - -// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). -// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. -// Note that only CalcItemWidth() is publicly exposed. -// 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; - - 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.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; -} - +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont( ImFont* font ) { ImGuiContext& g = *GImGui; @@ -7256,6 +7827,7 @@ void ImGui::SetCurrentFont( ImFont* font ) 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; } @@ -7282,23 +7854,65 @@ void ImGui::PopFont() void ImGui::PushItemFlag( ImGuiItemFlags option, bool enabled ) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT( item_flags == g.ItemFlagsStack.back() ); if( enabled ) { - window->DC.ItemFlags |= option; + item_flags |= option; } else { - window->DC.ItemFlags &= ~option; + item_flags &= ~option; } - window->DC.ItemFlagsStack.push_back( window->DC.ItemFlags ); + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back( item_flags ); } void ImGui::PopItemFlag() { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemFlagsStack.pop_back(); - window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.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() +// - 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) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - 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. +// - 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++; +} + +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(); + } } // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. @@ -7325,253 +7939,55 @@ void ImGui::PopButtonRepeat() void ImGui::PushTextWrapPos( float wrap_pos_x ) { ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.push_back( window->DC.TextWrapPos ); window->DC.TextWrapPos = wrap_pos_x; - window->DC.TextWrapPosStack.push_back( wrap_pos_x ); } void ImGui::PopTextWrapPos() { ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); - window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); } -// 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 ) +static ImGuiWindow* GetCombinedRootWindow( ImGuiWindow* window, bool popup_hierarchy ) { - ImGuiContext& g = *GImGui; - ImGuiColorMod backup; - backup.Col = idx; - backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back( backup ); - 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.ColorModifiers.push_back( backup ); - g.Style.Colors[idx] = col; -} - -void ImGui::PopStyleColor( int count ) -{ - ImGuiContext& g = *GImGui; - while( count > 0 ) + ImGuiWindow* last_window = NULL; + while( last_window != window ) { - ImGuiColorMod& backup = g.ColorModifiers.back(); - g.Style.Colors[backup.Col] = backup.BackupValue; - g.ColorModifiers.pop_back(); - count--; - } -} - -struct ImGuiStyleVarInfo -{ - ImGuiDataType Type; - ImU32 Count; - ImU32 Offset; - void* GetVarPtr( ImGuiStyle* style ) const - { - return ( void* )( ( unsigned char* )style + Offset ); - } -}; - -static const ImGuiStyleVarInfo GStyleVarInfo[] = -{ - { ImGuiDataType_Float, 1, ( ImU32 )IM_OFFSETOF( ImGuiStyle, Alpha ) }, // ImGuiStyleVar_Alpha - { 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, 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 -}; - -static const ImGuiStyleVarInfo* GetStyleVarInfo( ImGuiStyleVar idx ) -{ - IM_ASSERT( idx >= 0 && idx < ImGuiStyleVar_COUNT ); - IM_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.StyleModifiers.push_back( ImGuiStyleMod( idx, *pvar ) ); - *pvar = val; - return; - } - IM_ASSERT( 0 && "Called PushStyleVar() float variant but variable is not a float!" ); -} - -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.StyleModifiers.push_back( ImGuiStyleMod( idx, *pvar ) ); - *pvar = val; - return; - } - IM_ASSERT( 0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!" ); -} - -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.StyleModifiers.back(); - const ImGuiStyleVarInfo* info = GetStyleVarInfo( backup.VarIdx ); - void* data = info->GetVarPtr( &g.Style ); - if( info->Type == ImGuiDataType_Float && info->Count == 1 ) + last_window = window; + window = window->RootWindow; + if( popup_hierarchy ) { - ( ( float* )data )[0] = backup.BackupFloat[0]; + window = window->RootWindowPopupTree; } - else if( info->Type == ImGuiDataType_Float && info->Count == 2 ) - { - ( ( float* )data )[0] = backup.BackupFloat[0]; - ( ( float* )data )[1] = backup.BackupFloat[1]; - } - g.StyleModifiers.pop_back(); - count--; } + return window; } -const char* ImGui::GetStyleColorName( ImGuiCol idx ) +bool ImGui::IsWindowChildOf( ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy ) { - // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; - switch( idx ) + ImGuiWindow* window_root = GetCombinedRootWindow( window, popup_hierarchy ); + if( window_root == potential_parent ) { - 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_PlotLines: - return "PlotLines"; - case ImGuiCol_PlotLinesHovered: - return "PlotLinesHovered"; - case ImGuiCol_PlotHistogram: - return "PlotHistogram"; - case ImGuiCol_PlotHistogramHovered: - return "PlotHistogramHovered"; - 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"; + return true; } - IM_ASSERT( 0 ); - return "Unknown"; + 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::IsWindowChildOf( ImGuiWindow* window, ImGuiWindow* potential_parent ) +bool ImGui::IsWindowWithinBeginStackOf( ImGuiWindow* window, ImGuiWindow* potential_parent ) { if( window->RootWindow == potential_parent ) { @@ -7583,60 +7999,78 @@ bool ImGui::IsWindowChildOf( ImGuiWindow* window, ImGuiWindow* potential_parent { return true; } - window = window->ParentWindow; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove( ImGuiWindow* potential_above, ImGuiWindow* potential_below ) +{ + 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; + } + + 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; } bool ImGui::IsWindowHovered( ImGuiHoveredFlags flags ) { - IM_ASSERT( ( flags & ImGuiHoveredFlags_AllowWhenOverlapped ) == 0 ); // Flags not supported by this function + IM_ASSERT( ( flags & ( ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled ) ) == 0 ); // Flags not supported by this function ImGuiContext& g = *GImGui; - - if( flags & ImGuiHoveredFlags_AnyWindow ) + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if( ref_window == NULL ) { - if( g.HoveredWindow == 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; + if( flags & ImGuiHoveredFlags_RootWindow ) + { + cur_window = GetCombinedRootWindow( cur_window, popup_hierarchy ); + } + + bool result; + if( flags & ImGuiHoveredFlags_ChildWindows ) + { + result = IsWindowChildOf( ref_window, cur_window, popup_hierarchy ); + } + else + { + result = ( ref_window == cur_window ); + } + if( !result ) { return false; } } - else - { - switch( flags & ( ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows ) ) - { - case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if( g.HoveredRootWindow != g.CurrentWindow->RootWindow ) - { - return false; - } - break; - case ImGuiHoveredFlags_RootWindow: - if( g.HoveredWindow != g.CurrentWindow->RootWindow ) - { - return false; - } - break; - case ImGuiHoveredFlags_ChildWindows: - if( g.HoveredWindow == NULL || !IsWindowChildOf( g.HoveredWindow, g.CurrentWindow ) ) - { - return false; - } - break; - default: - if( g.HoveredWindow != g.CurrentWindow ) - { - return false; - } - break; - } - } - if( !IsWindowContentHoverable( g.HoveredWindow, flags ) ) + if( !IsWindowContentHoverable( ref_window, flags ) ) { return false; } if( !( flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem ) ) - if( g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId ) + if( g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId ) { return false; } @@ -7646,32 +8080,41 @@ bool ImGui::IsWindowHovered( ImGuiHoveredFlags flags ) bool ImGui::IsWindowFocused( ImGuiFocusedFlags flags ) { ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if( ref_window == NULL ) + { + return false; + } if( flags & ImGuiFocusedFlags_AnyWindow ) { - return g.NavWindow != NULL; + return true; } - IM_ASSERT( g.CurrentWindow ); // Not inside a Begin()/End() - switch( flags & ( ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows ) ) + IM_ASSERT( cur_window ); // Not inside a Begin()/End() + const bool popup_hierarchy = ( flags & ImGuiFocusedFlags_NoPopupHierarchy ) == 0; + if( flags & ImGuiHoveredFlags_RootWindow ) { - case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_RootWindow: - return g.NavWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && IsWindowChildOf( g.NavWindow, g.CurrentWindow ); - default: - return g.NavWindow == g.CurrentWindow; + cur_window = GetCombinedRootWindow( cur_window, popup_hierarchy ); + } + + if( flags & ImGuiHoveredFlags_ChildWindows ) + { + return IsWindowChildOf( ref_window, cur_window, popup_hierarchy ); + } + else + { + return ( ref_window == cur_window ); } } // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) -// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly. +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. // If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable( ImGuiWindow* window ) { - return window->Active && window == window->RootWindow && !( window->Flags & ImGuiWindowFlags_NoNavFocus ); + return window->WasActive && window == window->RootWindow && !( window->Flags & ImGuiWindowFlags_NoNavFocus ); } float ImGui::GetWindowWidth() @@ -7709,8 +8152,14 @@ void ImGui::SetWindowPos( ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond const ImVec2 old_pos = window->Pos; window->Pos = ImFloor( pos ); ImVec2 offset = window->Pos - old_pos; + if( offset.x == 0.0f && offset.y == 0.0f ) + { + return; + } + MarkIniSettingsDirty( window ); 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; } @@ -7746,25 +8195,28 @@ void ImGui::SetWindowSize( ImGuiWindow* window, const ImVec2& size, ImGuiCond co window->SetWindowSizeAllowFlags &= ~( ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing ); // Set - if( size.x > 0.0f ) + ImVec2 old_size = window->SizeFull; + window->AutoFitFramesX = ( size.x <= 0.0f ) ? 2 : 0; + window->AutoFitFramesY = ( size.y <= 0.0f ) ? 2 : 0; + if( size.x <= 0.0f ) { - window->AutoFitFramesX = 0; - window->SizeFull.x = ImFloor( size.x ); + window->AutoFitOnlyGrows = false; } else { - window->AutoFitFramesX = 2; - window->AutoFitOnlyGrows = false; + window->SizeFull.x = IM_FLOOR( size.x ); } - if( size.y > 0.0f ) + if( size.y <= 0.0f ) { - window->AutoFitFramesY = 0; - window->SizeFull.y = ImFloor( size.y ); + window->AutoFitOnlyGrows = false; } else { - window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; + window->SizeFull.y = IM_FLOOR( size.y ); + } + if( old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y ) + { + MarkIniSettingsDirty( window ); } } @@ -7794,6 +8246,13 @@ void ImGui::SetWindowCollapsed( ImGuiWindow* window, bool collapsed, ImGuiCond c 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 = ImVec2ih( size ); + window->HitTestHoleOffset = ImVec2ih( pos - window->Pos ); +} + void ImGui::SetWindowCollapsed( bool collapsed, ImGuiCond cond ) { SetWindowCollapsed( GImGui->CurrentWindow, collapsed, cond ); @@ -7873,7 +8332,14 @@ void ImGui::SetNextWindowContentSize( const ImVec2& size ) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = size; + g.NextWindowData.ContentSizeVal = ImFloor( size ); +} + +void ImGui::SetNextWindowScroll( const ImVec2& scroll ) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; } void ImGui::SetNextWindowCollapsed( bool collapsed, ImGuiCond cond ) @@ -7898,81 +8364,6 @@ void ImGui::SetNextWindowBgAlpha( float alpha ) g.NextWindowData.BgAlphaVal = alpha; } -// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. -ImVec2 ImGui::GetContentRegionMax() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; - if( window->DC.CurrentColumns ) - { - mx.x = window->WorkRect.Max.x - window->Pos.x; - } - return mx; -} - -// [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->ContentsRegionRect.Max; - if( window->DC.CurrentColumns ) - { - mx.x = window->WorkRect.Max.x; - } - return mx; -} - -ImVec2 ImGui::GetContentRegionAvail() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxAbs() - window->DC.CursorPos; -} - -// In window space (not screen space!) -ImVec2 ImGui::GetWindowContentRegionMin() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.Min - window->Pos; -} - -ImVec2 ImGui::GetWindowContentRegionMax() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.Max - window->Pos; -} - -float ImGui::GetWindowContentRegionWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentsRegionRect.GetWidth(); -} - -float ImGui::GetTextLineHeight() -{ - ImGuiContext& g = *GImGui; - return g.FontSize; -} - -float ImGui::GetTextLineHeightWithSpacing() -{ - 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; -} - -float ImGui::GetFrameHeightWithSpacing() -{ - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; -} - ImDrawList* ImGui::GetWindowDrawList() { ImGuiWindow* window = GetCurrentWindow(); @@ -7996,12 +8387,1250 @@ ImVec2 ImGui::GetFontTexUvWhitePixel() 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(); } +void ImGui::ActivateItem( ImGuiID id ) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +void ImGui::PushFocusScope( ImGuiID id ) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusScopeStack.push_back( window->DC.NavFocusScopeIdCurrent ); + window->DC.NavFocusScopeIdCurrent = id; +} + +void ImGui::PopFocusScope() +{ + 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(); +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +void ImGui::SetKeyboardFocusHere( int offset ) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT( offset >= -1 ); // -1 is allowed but not below + IMGUI_DEBUG_LOG_ACTIVEID( "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_ACTIVEID( "SetKeyboardFocusHere() ignored while DragDropActive!\n" ); + return; + } + + SetNavWindow( 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; + } +} + +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; + } + + g.NavInitRequest = false; + g.NavInitResultId = g.LastItemData.ID; + g.NavInitResultRectRel = WindowRectAbsToRel( window, g.LastItemData.Rect ); + 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 ); + } +} + +void ImGui::SetStateStorage( ImGuiStorage* tree ) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + 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->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->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->GetID( ptr_id ); + window->IDStack.push_back( id ); +} + +void ImGui::PushID( int int_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 ); +} + +// 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. +// 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 ); + ImGuiContext& g = *GImGui; + if( g.DebugHookIdInfo == id ) + { + DebugHookIdInfo( id, ImGuiDataType_String, str, str_end ); + } + 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(); +} + +ImGuiID ImGui::GetID( const char* 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 ); +} + +ImGuiID ImGui::GetID( const void* 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 ) ); +} + +bool ImGui::IsRectVisible( const ImVec2& rect_min, const ImVec2& rect_max ) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps( ImRect( rect_min, rect_max ) ); +} + + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- + +// 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 ); + } + + // 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; + } + return true; +} + +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; + } +#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; +#endif + return &g.IO.KeysData[index]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +int ImGui::GetKeyIndex( ImGuiKey key ) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT( IsNamedKey( key ) ); + const ImGuiKeyData* key_data = GetKeyData( key ); + return ( int )( 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" +}; +IM_STATIC_ASSERT( ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE( GKeyNames ) ); + +const char* ImGui::GetKeyName( ImGuiKey key ) +{ +#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." ); +#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]; + } +#endif + if( key == ImGuiKey_None ) + { + return "None"; + } + if( !IsNamedKey( key ) ) + { + return "Unknown"; + } + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// 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; +} + +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 ); +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown( ImGuiKey key ) +{ + const ImGuiKeyData* key_data = GetKeyData( key ); + if( !key_data->Down ) + { + return false; + } + return true; +} + +bool ImGui::IsKeyPressed( ImGuiKey key, bool repeat ) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData( key ); + const float t = key_data->DownDuration; + if( t < 0.0f ) + { + return false; + } + const bool pressed = ( t == 0.0f ) || ( repeat && t > g.IO.KeyRepeatDelay && GetKeyPressedAmount( key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate ) > 0 ); + if( !pressed ) + { + return false; + } + return true; +} + +bool ImGui::IsKeyReleased( ImGuiKey key ) +{ + const ImGuiKeyData* key_data = GetKeyData( key ); + if( key_data->DownDurationPrev < 0.0f || key_data->Down ) + { + 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]; +} + +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 ) + { + return CalcTypematicRepeatAmount( t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate ) > 0; + } + return false; +} + +bool ImGui::IsMouseReleased( ImGuiMouseButton button ) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT( button >= 0 && button < IM_ARRAYSIZE( g.IO.MouseDown ) ); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked( ImGuiMouseButton button ) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT( button >= 0 && button < IM_ARRAYSIZE( g.IO.MouseDown ) ); + return g.IO.MouseClickedCount[button] == 2; +} + +int ImGui::GetMouseClickedCount( ImGuiMouseButton button ) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT( button >= 0 && button < IM_ARRAYSIZE( g.IO.MouseDown ) ); + return g.IO.MouseClickedCount[button]; +} + +// 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; +} + +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 ); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// 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; +} + +// 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; +} + +// [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; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// 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 ); +} + +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; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +void ImGui::SetMouseCursor( ImGuiMouseCursor cursor_type ) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +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", "Nav", "Clipboard" }; + IM_ASSERT( IM_ARRAYSIZE( input_source_names ) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT ); + return input_source_names[source]; +} +#endif + +/*static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_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("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +}*/ + +// 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; + + // 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++ ) + { + 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_inputted ) ) + { + 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_moved || mouse_button_changed != 0 ) ) + { + break; + } + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + mouse_wheeled = true; + } + } + 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_inputted || 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 = GetMergedModFlags(); + } + + // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + io.KeysDown[key] = keydata->Down; + if( io.KeyMap[key] != -1 ) + { + io.KeysDown[io.KeyMap[key]] = keydata->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 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!" ); + } + } + + // 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] + /*if (event_n != 0) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &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; + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING +//----------------------------------------------------------------------------- + +// 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 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; +} + +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 ); + 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] < 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." ); + } +#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; + } +} + +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 ImGuiModFlags key_mods = GetMergedModFlags(); + 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 ) + { + 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!" ); +} + +// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +// Must be called during or before EndFrame(). +// This is generally flawed as we are not necessarily End/Popping things in the right order. +// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. +// 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; + } + 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(); + } +} + +// Save current stack sizes for later compare +void ImGuiStackSizes::SetToCurrentState() +{ + 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; +} + +// Compare to detect usage errors +void ImGuiStackSizes::CompareWithCurrentState() +{ + ImGuiContext& g = *GImGui; + 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!" ); + + // 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!" ); +} + + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - ItemAdd() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionMaxAbs() [Internal] +// - GetContentRegionAvail(), +// - GetWindowContentRegionMin(), GetWindowContentRegionMax() +// - BeginGroup() +// - EndGroup() +// 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. +void ImGui::ItemSize( const ImVec2& size, float text_baseline_y ) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if( window->SkipItems ) + { + return; + } + + // 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_FLOOR( window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x ); // Next line + window->DC.CursorPos.y = IM_FLOOR( 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 = 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. +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 ) + { + KeepAliveID( id ); + + // 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; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if( id != 0 ) + { + IMGUI_TEST_ENGINE_ITEM_ADD( nav_bb_arg ? *nav_bb_arg : bb, id ); + } +#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] + + // 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; +} + +// 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 : enforce spacing amount +void ImGui::SameLine( float offset_from_start_x, float spacing_w ) +{ + 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; +} + +void ImGui::SetCursorScreenPos( const ImVec2& pos ) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + window->DC.CursorMaxPos = ImMax( window->DC.CursorMaxPos, window->DC.CursorPos ); +} + // 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() @@ -8049,263 +9678,6 @@ ImVec2 ImGui::GetCursorStartPos() return window->DC.CursorStartPos - window->Pos; } -ImVec2 ImGui::GetCursorScreenPos() -{ - 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 ); -} - -void ImGui::ActivateItem( ImGuiID id ) -{ - ImGuiContext& g = *GImGui; - g.NavNextActivateId = id; -} - -void ImGui::SetKeyboardFocusHere( int offset ) -{ - IM_ASSERT( offset >= -1 ); // -1 is allowed but not below - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; - g.FocusRequestNextCounterTab = INT_MAX; -} - -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 == g.NavWindow->DC.NavLayerCurrent ) - { - g.NavInitRequest = false; - g.NavInitResultId = g.NavWindow->DC.LastItemId; - g.NavInitResultRectRel = ImRect( g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos ); - NavUpdateAnyRequestFlag(); - if( !IsItemVisible() ) - { - SetScrollHereY(); - } - } -} - -void ImGui::SetStateStorage( ImGuiStorage* tree ) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->DC.StateStorage = tree ? tree : &window->StateStorage; -} - -ImGuiStorage* ImGui::GetStateStorage() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->DC.StateStorage; -} - -void ImGui::PushID( const char* str_id ) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back( window->GetIDNoKeepAlive( str_id ) ); -} - -void ImGui::PushID( const char* str_id_begin, const char* str_id_end ) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back( window->GetIDNoKeepAlive( str_id_begin, str_id_end ) ); -} - -void ImGui::PushID( const void* ptr_id ) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back( window->GetIDNoKeepAlive( ptr_id ) ); -} - -void ImGui::PushID( int int_id ) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back( window->GetIDNoKeepAlive( int_id ) ); -} - -// Push a given id value ignoring the ID stack as a seed. -void ImGui::PushOverrideID( ImGuiID id ) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back( id ); -} - -void ImGui::PopID() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.pop_back(); -} - -ImGuiID ImGui::GetID( const char* 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 ); -} - -ImGuiID ImGui::GetID( const void* 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 ) ); -} - -bool ImGui::IsRectVisible( const ImVec2& rect_min, const ImVec2& rect_max ) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps( ImRect( rect_min, rect_max ) ); -} - -// 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.) -void ImGui::BeginGroup() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - window->DC.GroupStack.resize( window->DC.GroupStack.Size + 1 ); - ImGuiGroupData& group_data = window->DC.GroupStack.back(); - 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.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 Log carriage return - } -} - -void ImGui::EndGroup() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT( !window->DC.GroupStack.empty() ); // Mismatched BeginGroup()/EndGroup() calls - - ImGuiGroupData& group_data = window->DC.GroupStack.back(); - - 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 Log carriage return - } - - if( !group_data.EmitItem ) - { - window->DC.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(), 0.0f ); - ItemAdd( group_bb, 0 ); - - // 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 tests not symmetrical 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 && g.ActiveIdPreviousFrameIsAlive; - if( group_contains_curr_active_id ) - { - window->DC.LastItemId = g.ActiveId; - } - else if( group_contains_prev_active_id ) - { - window->DC.LastItemId = g.ActiveIdPreviousFrame; - } - window->DC.LastItemRect = group_bb; - - // Forward Edited flag - if( group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame ) - { - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; - } - - // Forward Deactivated flag - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; - if( group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame ) - { - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; - } - - window->DC.GroupStack.pop_back(); - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] -} - -// 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 : 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; -} - void ImGui::Indent( float indent_w ) { ImGuiContext& g = *GImGui; @@ -8322,46 +9694,336 @@ void ImGui::Unindent( float indent_w ) 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; +} + +// 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; +} + +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; +} + +void ImGui::PopItemWidth() +{ + 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; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// 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 ) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + 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.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; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + 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; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + 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! + +// 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; +} + +// [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; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + 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; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + 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.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// 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 + } +} + +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] +} + //----------------------------------------------------------------------------- // [SECTION] SCROLLING //----------------------------------------------------------------------------- -static ImVec2 CalcNextScrollFromScrollTargetAndClamp( ImGuiWindow* window, bool snap_on_edges ) +// 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 ) { - ImGuiContext& g = *GImGui; ImVec2 scroll = window->Scroll; if( window->ScrollTarget.x < FLT_MAX ) { - float cr_x = window->ScrollTargetCenterRatio.x; - float target_x = window->ScrollTarget.x; - if( snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x ) + 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 ) { - target_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 ); } - else if( snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x ) - { - target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; - } - scroll.x = target_x - cr_x * ( window->SizeFull.x - window->ScrollbarSizes.x ); + scroll.x = scroll_target_x - center_x_ratio * ( window->SizeFull.x - decoration_total_width ); } if( window->ScrollTarget.y < FLT_MAX ) { - // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. - float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - float cr_y = window->ScrollTargetCenterRatio.y; - float target_y = window->ScrollTarget.y; - if( snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y ) + 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 ) { - target_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 ); } - if( snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y ) - { - target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; - } - scroll.y = target_y - cr_y * ( window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height ); + scroll.y = scroll_target_y - center_y_ratio * ( window->SizeFull.y - decoration_total_height ); } - scroll = ImMax( scroll, ImVec2( 0.0f, 0.0f ) ); + 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 ); @@ -8370,41 +10032,95 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp( ImGuiWindow* window, bool 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::ScrollToBringRectIntoView( ImGuiWindow* window, const ImRect& item_rect ) +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] - ImVec2 delta_scroll; - if( !window_rect.Contains( item_rect ) ) + // 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 ) { - if( window->ScrollbarX && item_rect.Min.x < window_rect.Min.x ) + 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 - window->Pos.x + g.Style.ItemSpacing.x, 0.0f ); + SetScrollFromPosX( window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f ); } - else if( window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x ) + else if( item_rect.Max.x >= window_rect.Max.x ) { - SetScrollFromPosX( window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f ); + SetScrollFromPosX( window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f ); } - if( item_rect.Min.y < window_rect.Min.y ) + } + 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 - window->Pos.y - g.Style.ItemSpacing.y, 0.0f ); + 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 - window->Pos.y + g.Style.ItemSpacing.y, 1.0f ); + SetScrollFromPosY( window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f ); } - - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp( window, false ); - delta_scroll = next_scroll - window->Scroll; + } + 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( window->Flags & ImGuiWindowFlags_ChildWindow ) + if( !( flags & ImGuiScrollFlags_NoScrollParent ) && ( window->Flags & ImGuiWindowFlags_ChildWindow ) ) { - delta_scroll += ScrollToBringRectIntoView( window->ParentWindow, ImRect( item_rect.Min - delta_scroll, item_rect.Max - delta_scroll ) ); + // 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; @@ -8434,49 +10150,58 @@ float ImGui::GetScrollMaxY() return window->ScrollMax.y; } -void ImGui::SetScrollX( float scroll_x ) +void ImGui::SetScrollX( ImGuiWindow* window, float scroll_x ) { - ImGuiWindow* window = GetCurrentWindow(); 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 ) { - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.y = scroll_y; - window->ScrollTargetCenterRatio.y = 0.0f; + ImGuiContext& g = *GImGui; + SetScrollY( g.CurrentWindow, scroll_y ); } -void ImGui::SetScrollX( ImGuiWindow* window, float new_scroll_x ) -{ - window->ScrollTarget.x = new_scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; -} - -void ImGui::SetScrollY( ImGuiWindow* window, float new_scroll_y ) -{ - window->ScrollTarget.y = new_scroll_y; - window->ScrollTargetCenterRatio.y = 0.0f; -} - - +// 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. +// 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 ) { - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size IM_ASSERT( center_x_ratio >= 0.0f && center_x_ratio <= 1.0f ); - window->ScrollTarget.x = ( float )( int )( local_x + window->Scroll.x ); + 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; } void ImGui::SetScrollFromPosY( ImGuiWindow* window, float local_y, float center_y_ratio ) { - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size IM_ASSERT( center_y_ratio >= 0.0f && center_y_ratio <= 1.0f ); - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + 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 = ( float )( int )( local_y + window->Scroll.y ); + 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; } void ImGui::SetScrollFromPosX( float local_x, float center_x_ratio ) @@ -8496,10 +10221,12 @@ void ImGui::SetScrollHereX( float center_x_ratio ) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space - float last_item_width = window->DC.LastItemRect.GetWidth(); - target_x += ( last_item_width * center_x_ratio ) + ( g.Style.ItemSpacing.x * ( center_x_ratio - 0.5f ) * 2.0f ); // Precisely aim before, in the middle or after the last item. - SetScrollFromPosX( target_x, center_x_ratio ); + 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 ); } // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. @@ -8507,9 +10234,12 @@ void ImGui::SetScrollHereY( float center_y_ratio ) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += ( window->DC.PrevLineSize.y * center_y_ratio ) + ( g.Style.ItemSpacing.y * ( center_y_ratio - 0.5f ) * 2.0f ); // Precisely aim above, in the middle or below the last line. - SetScrollFromPosY( target_y, center_y_ratio ); + 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 ); } //----------------------------------------------------------------------------- @@ -8517,9 +10247,15 @@ void ImGui::SetScrollHereY( float center_y_ratio ) //----------------------------------------------------------------------------- void ImGui::BeginTooltip() +{ + BeginTooltipEx( ImGuiTooltipFlags_None, ImGuiWindowFlags_None ); +} + +void ImGui::BeginTooltipEx( ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags ) { ImGuiContext& g = *GImGui; - if( g.DragDropWithinSourceOrTarget ) + + 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. @@ -8529,31 +10265,22 @@ void ImGui::BeginTooltip() 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 :( - BeginTooltipEx( 0, true ); + tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; } - else - { - BeginTooltipEx( 0, false ); - } -} -// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. -void ImGui::BeginTooltipEx( ImGuiWindowFlags extra_flags, bool override_previous_tooltip ) -{ - ImGuiContext& g = *GImGui; char window_name[16]; ImFormatString( window_name, IM_ARRAYSIZE( window_name ), "##Tooltip_%02d", g.TooltipOverrideCount ); - if( override_previous_tooltip ) + 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; + 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; - Begin( window_name, NULL, flags | extra_flags ); + Begin( window_name, NULL, flags | extra_window_flags ); } void ImGui::EndTooltip() @@ -8564,15 +10291,7 @@ void ImGui::EndTooltip() void ImGui::SetTooltipV( const char* fmt, va_list args ) { - ImGuiContext& g = *GImGui; - if( g.DragDropWithinSourceOrTarget ) - { - BeginTooltip(); - } - else - { - BeginTooltipEx( 0, true ); - } + BeginTooltipEx( ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None ); TextV( fmt, args ); EndTooltip(); } @@ -8589,16 +10308,53 @@ void ImGui::SetTooltip( const char* fmt, ... ) // [SECTION] POPUPS //----------------------------------------------------------------------------- -bool ImGui::IsPopupOpen( ImGuiID id ) +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen( ImGuiID id, ImGuiPopupFlags popup_flags ) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + 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; + } + } } -bool ImGui::IsPopupOpen( const char* str_id ) +bool ImGui::IsPopupOpen( const char* str_id, ImGuiPopupFlags popup_flags ) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID( str_id ); + 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 ); } ImGuiWindow* ImGui::GetTopMostPopupModal() @@ -8613,21 +10369,47 @@ ImGuiWindow* ImGui::GetTopMostPopupModal() return NULL; } -void ImGui::OpenPopup( const char* str_id ) +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() { ImGuiContext& g = *GImGui; - OpenPopupEx( g.CurrentWindow->GetID( str_id ) ); + 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; + 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 ); } // Mark popup as open (toggle toward open state). // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). // 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 ) +void ImGui::OpenPopupEx( ImGuiID id, ImGuiPopupFlags popup_flags ) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; - int current_stack_size = g.BeginPopupStack.Size; + 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; @@ -8637,7 +10419,7 @@ void ImGui::OpenPopupEx( ImGuiID id ) popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenMousePos = IsMousePosValid( &g.IO.MousePos ) ? g.IO.MousePos : popup_ref.OpenPopupPos; - //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); + IMGUI_DEBUG_LOG_POPUP( "[popup] OpenPopupEx(0x%08X)\n", id ); if( g.OpenPopupStack.Size < current_stack_size + 1 ) { g.OpenPopupStack.push_back( popup_ref ); @@ -8654,8 +10436,8 @@ void ImGui::OpenPopupEx( ImGuiID id ) else { // Close child popups if any, then flag popup for open/reopen - g.OpenPopupStack.resize( current_stack_size + 1 ); - g.OpenPopupStack[current_stack_size] = popup_ref; + 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(). @@ -8665,28 +10447,16 @@ void ImGui::OpenPopupEx( ImGuiID id ) } } -bool ImGui::OpenPopupOnItemClick( const char* str_id, int mouse_button ) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - if( IsMouseReleased( mouse_button ) && IsItemHovered( ImGuiHoveredFlags_AllowWhenBlockedByPopup ) ) - { - ImGuiID id = str_id ? window->GetID( str_id ) : window->DC.LastItemId; // 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 ); - return true; - } - return false; -} - +// 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.empty() ) + if( g.OpenPopupStack.Size == 0 ) { return; } - // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. // Don't close our own child popup windows. int popup_count_to_keep = 0; if( ref_window ) @@ -8705,15 +10475,20 @@ void ImGui::ClosePopupsOverWindow( ImGuiWindow* ref_window, bool restore_focus_t continue; } - // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) - bool popup_or_descendent_is_ref_window = false; - for( int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++ ) - if( ImGuiWindow* popup_window = g.OpenPopupStack[m].Window ) - if( popup_window->RootWindow == ref_window->RootWindow ) + // 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 ->RootWindow! + // 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( IsWindowWithinBeginStackOf( ref_window, popup_window ) ) { - popup_or_descendent_is_ref_window = true; + ref_window_is_descendent_of_popup = true; + break; } - if( !popup_or_descendent_is_ref_window ) + if( !ref_window_is_descendent_of_popup ) { break; } @@ -8721,15 +10496,37 @@ void ImGui::ClosePopupsOverWindow( ImGuiWindow* ref_window, bool restore_focus_t } 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("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + 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; + + 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( "[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 ); @@ -8743,7 +10540,7 @@ void ImGui::ClosePopupToLevel( int remaining, bool restore_focus_to_window_under } else { - if( g.NavLayer == 0 && focus_window ) + if( g.NavLayer == ImGuiNavLayer_Main && focus_window ) { focus_window = NavRestoreLastChildNavWindow( focus_window ); } @@ -8769,7 +10566,7 @@ void ImGui::CloseCurrentPopup() 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 == NULL || !( parent_popup_window->Flags & ImGuiWindowFlags_Modal ) ) + if( parent_popup_window && !( parent_popup_window->Flags & ImGuiWindowFlags_MenuBar ) ) { close_parent = true; } @@ -8779,7 +10576,7 @@ void ImGui::CloseCurrentPopup() } popup_idx--; } - //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, 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. @@ -8791,26 +10588,28 @@ void ImGui::CloseCurrentPopup() } } -bool ImGui::BeginPopupEx( ImGuiID id, ImGuiWindowFlags extra_flags ) +// Attention! BeginPopup() adds default flags which BeginPopupEx()! +bool ImGui::BeginPopupEx( ImGuiID id, ImGuiWindowFlags flags ) { ImGuiContext& g = *GImGui; - if( !IsPopupOpen( id ) ) + if( !IsPopupOpen( id, ImGuiPopupFlags_None ) ) { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } char name[20]; - if( extra_flags & ImGuiWindowFlags_ChildMenu ) + if( flags & ImGuiWindowFlags_ChildMenu ) { - ImFormatString( name, IM_ARRAYSIZE( name ), "##Menu_%02d", g.BeginPopupStack.Size ); // Recycle windows based on depth + 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 } - bool is_open = Begin( name, NULL, extra_flags | ImGuiWindowFlags_Popup ); + flags |= ImGuiWindowFlags_Popup; + 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(); @@ -8828,7 +10627,8 @@ bool ImGui::BeginPopup( const char* str_id, ImGuiWindowFlags flags ) return false; } flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; - return BeginPopupEx( g.CurrentWindow->GetID( str_id ), flags ); + 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. @@ -8838,20 +10638,22 @@ bool ImGui::BeginPopupModal( const char* name, bool* p_open, ImGuiWindowFlags fl ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = window->GetID( name ); - if( !IsPopupOpen( id ) ) + 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 + // 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 ) { - SetNextWindowPos( g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2( 0.5f, 0.5f ) ); + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowPos( viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2( 0.5f, 0.5f ) ); } - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings; + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; 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) { @@ -8868,65 +10670,116 @@ bool ImGui::BeginPopupModal( const char* name, bool* p_open, ImGuiWindowFlags fl void ImGui::EndPopup() { ImGuiContext& g = *GImGui; - IM_ASSERT( g.CurrentWindow->Flags & ImGuiWindowFlags_Popup ); // Mismatched BeginPopup()/EndPopup() calls + 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. - NavMoveRequestTryWrapping( g.CurrentWindow, 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; +} + +// 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 ); + } } // This is a helper to handle the simplest case of associating one named popup to one given widget. -// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -// You can pass a NULL str_id to use the identifier of the last item. -bool ImGui::BeginPopupContextItem( const char* str_id, int mouse_button ) +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem( const char* str_id, ImGuiPopupFlags popup_flags ) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if( window->SkipItems ) { return false; } - ImGuiID id = str_id ? window->GetID( str_id ) : window->DC.LastItemId; // 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) + 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 ); + OpenPopupEx( id, popup_flags ); } return BeginPopupEx( id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings ); } -bool ImGui::BeginPopupContextWindow( const char* str_id, int mouse_button, bool also_over_items ) +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 = GImGui->CurrentWindow->GetID( str_id ); + ImGuiID id = window->GetID( str_id ); + int mouse_button = ( popup_flags & ImGuiPopupFlags_MouseButtonMask_ ); if( IsMouseReleased( mouse_button ) && IsWindowHovered( ImGuiHoveredFlags_AllowWhenBlockedByPopup ) ) - if( also_over_items || !IsAnyItemHovered() ) + if( !( popup_flags & ImGuiPopupFlags_NoOpenOverItems ) || !IsAnyItemHovered() ) { - OpenPopupEx( id ); + OpenPopupEx( id, popup_flags ); } return BeginPopupEx( id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings ); } -bool ImGui::BeginPopupContextVoid( const char* str_id, int mouse_button ) +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 = GImGui->CurrentWindow->GetID( str_id ); + ImGuiID id = window->GetID( str_id ); + int mouse_button = ( popup_flags & ImGuiPopupFlags_MouseButtonMask_ ); if( IsMouseReleased( mouse_button ) && !IsWindowHovered( ImGuiHoveredFlags_AnyWindow ) ) - { - OpenPopupEx( id ); - } + 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.) // r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// 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 ); @@ -8970,41 +10823,68 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx( const ImVec2& ref_pos, const ImVec2& } } - // Default popup policy - 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++ ) + // 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 = ( n == -1 ) ? *last_dir : dir_prefered_order[n]; - if( n != -1 && dir == *last_dir ) // Already tried this direction? + 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++ ) { - continue; + 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; } - 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 ); - 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( avail_w < size.x || avail_h < size.y ) - { - 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; - *last_dir = dir; - return pos; } - // Fallback, try to keep within display + // 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; } -ImRect ImGui::GetWindowAllowedExtentRect( ImGuiWindow* window ) +// 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; IM_UNUSED( window ); - ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; - ImRect r_screen = GetViewportRect(); + ImRect r_screen = ( ( ImGuiViewportP* )( void* )GetMainViewport() )->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; } @@ -9013,29 +10893,28 @@ ImVec2 ImGui::FindBestWindowPosForPopup( ImGuiWindow* window ) { ImGuiContext& g = *GImGui; - ImRect r_outer = GetWindowAllowedExtentRect( window ); + 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. IM_ASSERT( g.CurrentWindow == window ); - ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2]; + ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window; 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->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight() ); + 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 ); + return FindBestWindowPosForPopupEx( window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default ); } if( window->Flags & ImGuiWindowFlags_Popup ) { - ImRect r_avoid = ImRect( window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1 ); - return FindBestWindowPosForPopupEx( window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid ); + 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 ) { @@ -9051,22 +10930,76 @@ ImVec2 ImGui::FindBestWindowPosForPopup( ImGuiWindow* window ) { 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. } - ImVec2 pos = FindBestWindowPosForPopupEx( ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid ); - if( window->AutoPosLastDirection == ImGuiDir_None ) - { - pos = ref_pos + ImVec2( 2, 2 ); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. - } - return pos; + return FindBestWindowPosForPopupEx( ref_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 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; + if( g.NavWindow != window ) + { + IMGUI_DEBUG_LOG_FOCUS( "[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "" ); + g.NavWindow = window; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +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; +} + +void ImGui::SetFocusID( ImGuiID id, ImGuiWindow* window ) +{ + 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 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; + 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 ); + } + + if( g.ActiveIdSource == ImGuiInputSource_Nav ) + { + g.NavDisableMouseHover = true; + } + else + { + g.NavDisableHighlight = true; + } +} + ImGuiDir ImGetDirQuadrantFromDelta( float dx, float dy ) { if( ImFabs( dx ) > ImFabs( dy ) ) @@ -9096,15 +11029,15 @@ static void inline NavClampRectToVisibleAreaForMoveDir( ImGuiDir move_dir, ImRec 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 + 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 ); } } -// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem( ImGuiNavMoveResult* result, ImRect cand ) +// 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; @@ -9113,8 +11046,10 @@ static bool ImGui::NavScoreItem( ImGuiNavMoveResult* result, ImRect cand ) return false; } - const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) - g.NavScoringCount++; + // 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 ) @@ -9168,7 +11103,7 @@ static bool ImGui::NavScoreItem( ImGuiNavMoveResult* result, ImRect cand ) 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 = ( window->DC.LastItemId < g.NavId ) ? ImGuiDir_Left : ImGuiDir_Right; + quadrant = ( g.LastItemData.ID < g.NavId ) ? ImGuiDir_Left : ImGuiDir_Right; } #if IMGUI_DEBUG_NAV_SCORING @@ -9180,28 +11115,24 @@ static bool ImGui::NavScoreItem( ImGuiNavMoveResult* result, ImRect cand ) 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( g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf ); + draw_list->AddText( cand.Max, ~0U, buf ); } else if( g.IO.KeyCtrl ) // Hold to preview score in matching quadrant. Press C to rotate. { - if( IsKeyPressedMap( ImGuiKey_C ) ) - { - g.NavMoveDirLast = ( ImGuiDir )( ( g.NavMoveDirLast + 1 ) & 3 ); - g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; - } 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( g.IO.FontDefault, 13.0f, cand.Min, IM_COL32( 255, 255, 255, 255 ), buf ); + draw_list->AddText( cand.Min, IM_COL32( 255, 255, 255, 255 ), buf ); } } #endif // Is it in the quadrant we're interesting in moving to? bool new_best = false; - if( quadrant == g.NavMoveDir ) + const ImGuiDir move_dir = g.NavMoveDir; + if( quadrant == move_dir ) { // Does it beat the current best candidate? if( dist_box < result->DistBox ) @@ -9223,7 +11154,7 @@ static bool ImGui::NavScoreItem( ImGuiNavMoveResult* result, ImRect cand ) // 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( ( ( g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down ) ? dby : dbx ) < 0.0f ) // moving bj to the right/down decreases distance + if( ( ( move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down ) ? dby : dbx ) < 0.0f ) // moving bj to the right/down decreases distance { new_best = true; } @@ -9237,8 +11168,8 @@ static bool ImGui::NavScoreItem( ImGuiNavMoveResult* result, ImRect cand ) // 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 == 1 && !( g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu ) ) - if( ( g.NavMoveDir == ImGuiDir_Left && dax < 0.0f ) || ( g.NavMoveDir == ImGuiDir_Right && dax > 0.0f ) || ( g.NavMoveDir == ImGuiDir_Up && day < 0.0f ) || ( g.NavMoveDir == ImGuiDir_Down && day > 0.0f ) ) + 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; @@ -9247,26 +11178,38 @@ static bool ImGui::NavScoreItem( ImGuiNavMoveResult* result, ImRect cand ) return new_best; } -// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) -static void ImGui::NavProcessItem( ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id ) +static void ImGui::NavApplyItemToResult( ImGuiNavItemData* result ) { ImGuiContext& g = *GImGui; - //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. - // return; + 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 ); +} - const ImGuiItemFlags item_flags = window->DC.ItemFlags; - const ImRect nav_bb_rel( nav_bb.Min - window->Pos, nav_bb.Max - window->Pos ); +// 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. +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 ) + 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 - if( !( item_flags & ImGuiItemFlags_NoNavDefaultFocus ) || g.NavInitResultId == 0 ) + const bool candidate_for_nav_default_focus = ( item_flags & ImGuiItemFlags_NoNavDefaultFocus ) == 0; + if( candidate_for_nav_default_focus || g.NavInitResultId == 0 ) { g.NavInitResultId = id; - g.NavInitResultRectRel = nav_bb_rel; + g.NavInitResultRectRel = WindowRectAbsToRel( window, nav_bb ); } - if( !( item_flags & ImGuiItemFlags_NoNavDefaultFocus ) ) + if( candidate_for_nav_default_focus ) { g.NavInitRequest = false; // Found a match, clear request NavUpdateAnyRequestFlag(); @@ -9274,127 +11217,180 @@ static void ImGui::NavProcessItem( ImGuiWindow* window, const ImRect& nav_bb, co } // Process Move Request (scoring for navigation) - // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if( ( g.NavId != id || ( g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId ) ) && !( item_flags & ( ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav ) ) ) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if( g.NavMoveScoringItems ) { - ImGuiNavMoveResult* result = ( window == g.NavWindow ) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; -#if IMGUI_DEBUG_NAV_SCORING - // [DEBUG] Score all items in NavWindow at all times - if( !g.NavMoveRequest ) + 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 ) { - g.NavMoveDir = g.NavMoveDirLast; + if( is_tab_stop || ( g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi ) ) + { + NavProcessItemForTabbingRequest( id ); + } } - bool new_best = NavScoreItem( result, nav_bb ) && g.NavMoveRequest; -#else - bool new_best = g.NavMoveRequest && NavScoreItem( result, nav_bb ); -#endif - if( new_best ) + else if( ( g.NavId != id || ( g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId ) ) && !( item_flags & ( ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav ) ) ) { - result->ID = id; - result->SelectScopeId = g.MultiSelectScopeId; - result->Window = window; - result->RectRel = nav_bb_rel; - } - - const float VISIBLE_RATIO = 0.70f; - if( ( g.NavMoveRequestFlags & 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.NavMoveResultLocalVisibleSet, nav_bb ) ) + ImGuiNavItemData* result = ( window == g.NavWindow ) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if( !is_tabbing ) + { + if( NavScoreItem( result ) ) { - result = &g.NavMoveResultLocalVisibleSet; - result->ID = id; - result->SelectScopeId = g.MultiSelectScopeId; - result->Window = window; - result->RectRel = nav_bb_rel; + 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. + 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 = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->DC.FocusCounterTab; - window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + 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(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - 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 ); + } } } bool ImGui::NavMoveRequestButNoResultYet() { ImGuiContext& g = *GImGui; - return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; + 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 ); + + if( move_flags & ImGuiNavMoveFlags_Tabbing ) + { + 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.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(); } void ImGui::NavMoveRequestCancel() { ImGuiContext& g = *GImGui; - g.NavMoveRequest = false; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); } -void ImGui::NavMoveRequestForward( ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags ) +// 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.NavMoveRequestForward == ImGuiNavForward_None ); + IM_ASSERT( g.NavMoveForwardToNextFrame == false ); NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - g.NavMoveRequestFlags = move_flags; - g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; } -void ImGui::NavMoveRequestTryWrapping( ImGuiWindow* window, ImGuiNavMoveFlags move_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; - if( g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0 ) + 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 ) { - return; - } - IM_ASSERT( move_flags != 0 ); // No points calling this with no wrapping - ImRect bb_rel = window->NavRectRel[0]; - - ImGuiDir clip_dir = g.NavMoveDir; - if( g.NavMoveDir == ImGuiDir_Left && ( move_flags & ( ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX ) ) ) - { - bb_rel.Min.x = bb_rel.Max.x = ImMax( window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f ) - window->Scroll.x; - if( move_flags & ImGuiNavMoveFlags_WrapX ) - { - bb_rel.TranslateY( -bb_rel.GetHeight() ); - clip_dir = ImGuiDir_Up; - } - NavMoveRequestForward( g.NavMoveDir, clip_dir, bb_rel, move_flags ); - } - if( g.NavMoveDir == ImGuiDir_Right && ( move_flags & ( ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX ) ) ) - { - bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; - if( move_flags & ImGuiNavMoveFlags_WrapX ) - { - bb_rel.TranslateY( +bb_rel.GetHeight() ); - clip_dir = ImGuiDir_Down; - } - NavMoveRequestForward( g.NavMoveDir, clip_dir, bb_rel, move_flags ); - } - if( g.NavMoveDir == ImGuiDir_Up && ( move_flags & ( ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY ) ) ) - { - bb_rel.Min.y = bb_rel.Max.y = ImMax( window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f ) - window->Scroll.y; - if( move_flags & ImGuiNavMoveFlags_WrapY ) - { - bb_rel.TranslateX( -bb_rel.GetWidth() ); - clip_dir = ImGuiDir_Left; - } - NavMoveRequestForward( g.NavMoveDir, clip_dir, bb_rel, move_flags ); - } - if( g.NavMoveDir == ImGuiDir_Down && ( move_flags & ( ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY ) ) ) - { - bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; - if( move_flags & ImGuiNavMoveFlags_WrapY ) - { - bb_rel.TranslateX( +bb_rel.GetWidth() ); - clip_dir = ImGuiDir_Right; - } - NavMoveRequestForward( g.NavMoveDir, clip_dir, bb_rel, move_flags ); + g.NavMoveFlags |= wrap_flags; } } @@ -9402,14 +11398,14 @@ void ImGui::NavMoveRequestTryWrapping( ImGuiWindow* window, ImGuiNavMoveFlags mo // 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_window = nav_window; - while( parent_window && ( parent_window->Flags & ImGuiWindowFlags_ChildWindow ) != 0 && ( parent_window->Flags & ( ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu ) ) == 0 ) + ImGuiWindow* parent = nav_window; + while( parent && parent->RootWindow != parent && ( parent->Flags & ( ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu ) ) == 0 ) { - parent_window = parent_window->ParentWindow; + parent = parent->ParentWindow; } - if( parent_window && parent_window != nav_window ) + if( parent && parent != nav_window ) { - parent_window->NavLastChildNavWindow = nav_window; + parent->NavLastChildNavWindow = nav_window; } } @@ -9417,31 +11413,48 @@ static void ImGui::NavSaveLastChildNavWindowIntoParent( ImGuiWindow* nav_window // Call when we are expected to land on the Main Layer (0) after FocusWindow() static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow( ImGuiWindow* window ) { - return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; + if( window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive ) + { + return window->NavLastChildNavWindow; + } + return window; } -static void NavRestoreLayer( ImGuiNavLayer layer ) +void ImGui::NavRestoreLayer( ImGuiNavLayer layer ) { ImGuiContext& g = *GImGui; - g.NavLayer = layer; - if( layer == 0 ) + if( layer == ImGuiNavLayer_Main ) { - g.NavWindow = ImGui::NavRestoreLastChildNavWindow( g.NavWindow ); + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow( g.NavWindow ); // FIXME-NAV: Should clear ongoing nav requests? + if( prev_nav_window ) + { + IMGUI_DEBUG_LOG_FOCUS( "[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name ); + } } - if( layer == 0 && g.NavWindow->NavLastIds[0] != 0 ) + ImGuiWindow* window = g.NavWindow; + if( window->NavLastIds[layer] != 0 ) { - ImGui::SetNavIDWithRectRel( g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0] ); + SetNavID( window->NavLastIds[layer], layer, 0, window->NavRectRel[layer] ); } else { - ImGui::NavInitWindow( g.NavWindow, true ); + g.NavLayer = layer; + NavInitWindow( window, true ); } } +void ImGui::NavRestoreHighlightAfterMove() +{ + ImGuiContext& g = *GImGui; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; +} + static inline void ImGui::NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; - g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || ( IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL ); + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || ( IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL ); if( g.NavAnyRequest ) { IM_ASSERT( g.NavWindow != NULL ); @@ -9453,15 +11466,22 @@ void ImGui::NavInitWindow( ImGuiWindow* window, bool force_reinit ) { 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->Flags & ImGuiWindowFlags_NoNavInputs ) ) - if( !( window->Flags & ImGuiWindowFlags_ChildWindow ) || ( window->Flags & ImGuiWindowFlags_Popup ) || ( window->NavLastIds[0] == 0 ) || force_reinit ) - { - init_for_nav = true; - } + 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 ); + SetNavID( 0, g.NavLayer, 0, ImRect() ); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -9471,41 +11491,60 @@ void ImGui::NavInitWindow( ImGuiWindow* window, bool force_reinit ) else { g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = 0; } } static ImVec2 ImGui::NavCalcPreferredRefPos() { ImGuiContext& g = *GImGui; - if( g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow ) + ImGuiWindow* window = g.NavWindow; + if( g.NavDisableHighlight || !g.NavDisableMouseHover || !window ) { // Mouse (we need a fallback in case the mouse becomes invalid after being used) - if( IsMousePosValid( &g.IO.MousePos ) ) - { - return g.IO.MousePos; - } - return g.LastValidMousePos; + // 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, decide on an arbitrary position around the bottom left of the currently navigated item. - const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; - ImVec2 pos = g.NavWindow->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() ) ); - ImRect visible_rect = GetViewportRect(); - return ImFloor( ImClamp( pos, visible_rect.Min, visible_rect.Max ) ); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + // 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 = GetMainViewport(); + 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. } } -float ImGui::GetNavInputAmount( ImGuiNavInput n, ImGuiInputReadMode mode ) +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, ImGuiNavReadMode mode ) { ImGuiContext& g = *GImGui; - if( mode == ImGuiInputReadMode_Down ) + if( mode == ImGuiNavReadMode_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. + if( t < 0.0f && mode == ImGuiNavReadMode_Released ) // Return 1.0f when just released, no repeat, ignore analog input. { return ( g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f ); } @@ -9513,28 +11552,32 @@ float ImGui::GetNavInputAmount( ImGuiNavInput n, ImGuiInputReadMode mode ) { return 0.0f; } - if( mode == ImGuiInputReadMode_Pressed ) // Return 1.0f when just pressed, no repeat, ignore analog input. + if( mode == ImGuiNavReadMode_Pressed ) // Return 1.0f when just pressed, no repeat, ignore analog input. { return ( t == 0.0f ) ? 1.0f : 0.0f; } - if( mode == ImGuiInputReadMode_Repeat ) + if( mode == ImGuiNavReadMode_Repeat ) { - return ( float )CalcTypematicPressedRepeatAmount( t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f ); + return ( float )CalcTypematicRepeatAmount( t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f ); } - if( mode == ImGuiInputReadMode_RepeatSlow ) + if( mode == ImGuiNavReadMode_RepeatSlow ) { - return ( float )CalcTypematicPressedRepeatAmount( t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f ); + return ( float )CalcTypematicRepeatAmount( t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f ); } - if( mode == ImGuiInputReadMode_RepeatFast ) + if( mode == ImGuiNavReadMode_RepeatFast ) { - return ( float )CalcTypematicPressedRepeatAmount( t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f ); + 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 ImGui::GetNavInputAmount2d( ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode 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 ) ); @@ -9561,27 +11604,45 @@ ImVec2 ImGui::GetNavInputAmount2d( ImGuiNavDirSourceFlags dir_sources, ImGuiInpu static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; - g.IO.WantSetMousePos = false; -#if 0 - if( g.NavScoringCount > 0 ) - { - IMGUI_DEBUG_LOG( "NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest ); - } -#endif + ImGuiIO& io = g.IO; - // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) - bool nav_keyboard_active = ( g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard ) != 0; - bool nav_gamepad_active = ( g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad ) != 0 && ( g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad ) != 0; - if( nav_gamepad_active ) - if( g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f ) + 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); + + // 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++ ) { - g.NavInputSource = ImGuiInputSource_NavGamepad; + 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(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) +#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 ); @@ -9589,41 +11650,26 @@ static void ImGui::NavUpdate() NAV_MAP_KEY( ImGuiKey_RightArrow, ImGuiNavInput_KeyRight_ ); NAV_MAP_KEY( ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY( ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - NAV_MAP_KEY( ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); - if( g.IO.KeyCtrl ) + if( io.KeyCtrl ) { - g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; } - if( g.IO.KeyShift ) + if( io.KeyShift ) { - g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - } - if( g.IO.KeyAlt && !g.IO.KeyCtrl ) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. - { - g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; } #undef NAV_MAP_KEY } - memcpy( g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof( g.IO.NavInputsDownDuration ) ); - for( int i = 0; i < IM_ARRAYSIZE( g.IO.NavInputs ); i++ ) + memcpy( io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof( io.NavInputsDownDuration ) ); + for( int i = 0; i < IM_ARRAYSIZE( io.NavInputs ); i++ ) { - g.IO.NavInputsDownDuration[i] = ( g.IO.NavInputs[i] > 0.0f ) ? ( g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime ) : -1.0f; + 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) - // 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) - if( g.NavInitResultId != 0 && ( !g.NavDisableHighlight || g.NavInitRequestFromMove ) && g.NavWindow ) + if( g.NavInitResultId != 0 ) { - // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - if( g.NavInitRequestFromMove ) - { - SetNavIDWithRectRel( g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel ); - } - else - { - SetNavID( g.NavInitResultId, g.NavLayer ); - } - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + NavInitRequestApplyResult(); } g.NavInitRequest = false; g.NavInitRequestFromMove = false; @@ -9631,46 +11677,29 @@ static void ImGui::NavUpdate() g.NavJustMovedToId = 0; // Process navigation move request - if( g.NavMoveRequest ) + if( g.NavMoveSubmitted ) { - NavUpdateMoveResult(); + NavMoveRequestApplyResult(); } + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; - // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame - if( g.NavMoveRequestForward == ImGuiNavForward_ForwardActive ) - { - IM_ASSERT( g.NavMoveRequest ); - if( g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0 ) - { - g.NavDisableHighlight = false; - } - g.NavMoveRequestForward = ImGuiNavForward_None; - } - - // Apply application mouse position movement, after we had a chance to process move request result. + // 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 ) - { - // Set mouse position given our knowledge of the navigated item position from last frame - if( ( g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos ) && ( g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos ) ) + if( !g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow ) { - if( !g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow ) - { - g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); - g.IO.WantSetMousePos = true; - } + set_mouse_pos = true; } - g.NavMousePosDirty = false; - } - g.NavIdIsAlive = false; - g.NavJustTabbedId = 0; - IM_ASSERT( g.NavLayer == 0 || g.NavLayer == 1 ); + g.NavMousePosDirty = false; + IM_ASSERT( g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu ); - // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 + // 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 == 0 ) + if( g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main ) { g.NavWindow->NavLastChildNavWindow = NULL; } @@ -9679,66 +11708,30 @@ static void ImGui::NavUpdate() NavUpdateWindowing(); // Set output flags for user application - g.IO.NavActive = ( nav_keyboard_active || nav_gamepad_active ) && g.NavWindow && !( g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs ); - g.IO.NavVisible = ( g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight ) || ( g.NavWindowingTarget != NULL ); + 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) - if( IsNavInputPressed( ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed ) ) - { - if( g.ActiveId != 0 ) - { - if( !( g.ActiveIdBlockNavInputFlags & ( 1 << ImGuiNavInput_Cancel ) ) ) - { - ClearActiveID(); - } - } - else if( g.NavWindow && ( g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow ) && !( 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 ); - FocusWindow( parent_window ); - SetNavID( child_window->ChildId, 0 ); - g.NavIdIsAlive = false; - if( g.NavDisableMouseHover ) - { - g.NavMousePosDirty = true; - } - } - 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 if( g.NavLayer != 0 ) - { - // Leave the "menu" layer - NavRestoreLayer( ImGuiNavLayer_Main ); - } - 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; - } - } + NavUpdateCancelRequest(); // Process manual activation request - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + 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 activate_pressed = activate_down && IsNavInputPressed( ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed ); + bool input_down = IsNavInputDown( ImGuiNavInput_Input ); + bool activate_pressed = activate_down && IsNavInputTest( ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed ); + bool input_pressed = input_down && IsNavInputTest( ImGuiNavInput_Input, ImGuiNavReadMode_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 ) { @@ -9748,10 +11741,6 @@ static void ImGui::NavUpdate() { g.NavActivatePressedId = g.NavId; } - if( ( g.ActiveId == 0 || g.ActiveId == g.NavId ) && IsNavInputPressed( ImGuiNavInput_Input, ImGuiInputReadMode_Pressed ) ) - { - g.NavInputId = g.NavId; - } } if( g.NavWindow && ( g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs ) ) { @@ -9761,135 +11750,82 @@ static void ImGui::NavUpdate() { IM_ASSERT( g.NavActivateDownId == g.NavActivateId ); } - g.NavMoveRequest = false; // 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.NavInputId = g.NavNextActivateId; + 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; - // Initiate directional inputs request - const int allowed_dir_flags = ( g.ActiveId == 0 ) ? ~0 : g.ActiveIdAllowNavDirFlags; - if( g.NavMoveRequestForward == ImGuiNavForward_None ) + // Process move requests + NavUpdateCreateMoveRequest(); + if( g.NavMoveDir == ImGuiDir_None ) { - g.NavMoveDir = ImGuiDir_None; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if( g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !( g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs ) ) - { - if( ( allowed_dir_flags & ( 1 << ImGuiDir_Left ) ) && IsNavInputPressedAnyOfTwo( ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat ) ) - { - g.NavMoveDir = ImGuiDir_Left; - } - if( ( allowed_dir_flags & ( 1 << ImGuiDir_Right ) ) && IsNavInputPressedAnyOfTwo( ImGuiNavInput_DpadRight, ImGuiNavInput_KeyRight_, ImGuiInputReadMode_Repeat ) ) - { - g.NavMoveDir = ImGuiDir_Right; - } - if( ( allowed_dir_flags & ( 1 << ImGuiDir_Up ) ) && IsNavInputPressedAnyOfTwo( ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat ) ) - { - g.NavMoveDir = ImGuiDir_Up; - } - if( ( allowed_dir_flags & ( 1 << ImGuiDir_Down ) ) && IsNavInputPressedAnyOfTwo( ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat ) ) - { - g.NavMoveDir = ImGuiDir_Down; - } - } - g.NavMoveClipDir = g.NavMoveDir; - } - else - { - // 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 g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function) - IM_ASSERT( g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None ); - IM_ASSERT( g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued ); - g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; - } - - // Update PageUp/PageDown/Home/End scroll - // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - float nav_scoring_rect_offset_y = 0.0f; - if( nav_keyboard_active ) - { - nav_scoring_rect_offset_y = NavUpdatePageUpPageDown( allowed_dir_flags ); - } - - // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match - if( g.NavMoveDir != ImGuiDir_None ) - { - g.NavMoveRequest = true; - g.NavMoveDirLast = g.NavMoveDir; - } - if( g.NavMoveRequest && g.NavId == 0 ) - { - g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; - g.NavDisableHighlight = false; + 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 = ImFloor( window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f ); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if( window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest ) + 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( g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right ) + if( move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right ) { - SetScrollX( window, ImFloor( window->Scroll.x + ( ( g.NavMoveDir == ImGuiDir_Left ) ? -1.0f : +1.0f ) * scroll_speed ) ); + SetScrollX( window, ImFloor( window->Scroll.x + ( ( move_dir == ImGuiDir_Left ) ? -1.0f : +1.0f ) * scroll_speed ) ); } - if( g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down ) + if( move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down ) { - SetScrollY( window, ImFloor( window->Scroll.y + ( ( g.NavMoveDir == ImGuiDir_Up ) ? -1.0f : +1.0f ) * scroll_speed ) ); + 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 ); + ImVec2 scroll_dir = GetNavInputAmount2d( ImGuiNavDirSourceFlags_PadLStick, ImGuiNavReadMode_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 ) ); - g.NavMoveFromClampedRefRect = true; } if( scroll_dir.y != 0.0f ) { SetScrollY( window, ImFloor( window->Scroll.y + scroll_dir.y * scroll_speed ) ); - g.NavMoveFromClampedRefRect = true; } } - // Reset search results - g.NavMoveResultLocal.Clear(); - g.NavMoveResultLocalVisibleSet.Clear(); - g.NavMoveResultOther.Clear(); - - // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items - if( g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0 ) + // Always prioritize mouse highlight if navigation is disabled + if( !nav_keyboard_active && !nav_gamepad_active ) { - ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel( window->InnerRect.Min - window->Pos - ImVec2( 1, 1 ), window->InnerRect.Max - window->Pos + ImVec2( 1, 1 ) ); - if( !window_rect_rel.Contains( window->NavRectRel[g.NavLayer] ) ) - { - float pad = window->CalcFontSize() * 0.5f; - window_rect_rel.Expand( ImVec2( -ImMin( window_rect_rel.GetWidth(), pad ), -ImMin( window_rect_rel.GetHeight(), pad ) ) ); // Terrible approximation for the intent of starting navigation from first fully visible item - window->NavRectRel[g.NavLayer].ClipWith( window_rect_rel ); - g.NavId = 0; - } - g.NavMoveFromClampedRefRect = false; + g.NavDisableHighlight = true; + g.NavDisableMouseHover = set_mouse_pos = false; } - // 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 nav_rect_rel = ( g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted() ) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect( 0, 0, 0, 0 ); - g.NavScoringRectScreen = g.NavWindow ? ImRect( g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max ) : GetViewportRect(); - g.NavScoringRectScreen.TranslateY( nav_scoring_rect_offset_y ); - g.NavScoringRectScreen.Min.x = ImMin( g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x ); - g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; - IM_ASSERT( !g.NavScoringRectScreen.IsInverted() ); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). - //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] - g.NavScoringCount = 0; + // 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_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); + } + + // [DEBUG] + g.NavScoringDebugCount = 0; #if IMGUI_DEBUG_NAV_RECTS if( g.NavWindow ) { @@ -9898,7 +11834,8 @@ static void ImGui::NavUpdate() { for( int layer = 0; layer < 2; layer++ ) { - draw_list->AddRect( g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32( 255, 200, 0, 255 ) ); // [DEBUG] + ImRect r = WindowRectRelToAbs( g.NavWindow, g.NavWindow->NavRectRel[layer] ); // [DEBUG] + draw_list->AddRect( r.Min, r.Max, IM_COL32( 255, 200, 0, 255 ) ); } } if( 1 ) @@ -9914,29 +11851,220 @@ static void ImGui::NavUpdate() #endif } -// Apply result from previous frame navigation directional move request -static void ImGui::NavUpdateMoveResult() +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: ApplyResult: 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(); + } +} + +void ImGui::NavUpdateCreateMoveRequest() { ImGuiContext& g = *GImGui; - if( g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0 ) + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + + if( g.NavMoveForwardToNextFrame && window != NULL ) { - // 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( g.NavId != 0 ) + // 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 ) ) { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + const ImGuiNavReadMode read_mode = ImGuiNavReadMode_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 +#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; + } +#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", window ? window->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 ); +} + +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.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; } - // Select which result to use - ImGuiNavMoveResult* result = ( g.NavMoveResultLocal.ID != 0 ) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. - if( g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet ) - if( g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId ) + if( g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet ) + if( g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId ) { - result = &g.NavMoveResultLocalVisibleSet; + result = &g.NavMoveResultLocalVisible; } // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. @@ -9948,135 +12076,298 @@ static void ImGui::NavUpdateMoveResult() IM_ASSERT( g.NavWindow && result->Window ); // Scroll to keep newly navigated item fully into view. - if( g.NavLayer == 0 ) + if( g.NavLayer == ImGuiNavLayer_Main ) { - ImVec2 delta_scroll; - if( g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge ) + if( g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY ) { + // FIXME: Should remove this float scroll_target = ( g.NavMoveDir == ImGuiDir_Up ) ? result->Window->ScrollMax.y : 0.0f; - delta_scroll.y = result->Window->Scroll.y - scroll_target; SetScrollY( result->Window, scroll_target ); } else { - ImRect rect_abs = ImRect( result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos ); - delta_scroll = ScrollToBringRectIntoView( result->Window, rect_abs ); + ImRect rect_abs = WindowRectRelToAbs( result->Window, result->RectRel ); + ScrollToRectEx( result->Window, rect_abs, g.NavMoveScrollFlags ); } - - // Offset our result position so mouse position can be applied immediately after in NavUpdate() - result->RectRel.TranslateX( -delta_scroll.x ); - result->RectRel.TranslateY( -delta_scroll.y ); } - ClearActiveID(); - g.NavWindow = result->Window; + if( g.NavWindow != result->Window ) + { + IMGUI_DEBUG_LOG_FOCUS( "[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name ); + 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.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; + 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; + } + + // Enable nav highlight + if( ( g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight ) == 0 ) + { + NavRestoreHighlightAfterMove(); + } +} + +// Process NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - 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, ImGuiNavReadMode_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 && !( 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 = g.NavFocusScopeId = 0; } - SetNavIDWithRectRel( result->ID, g.NavLayer, result->RectRel ); - g.NavMoveFromClampedRefRect = false; } // Handle PageUp/PageDown/Home/End keys -static float ImGui::NavUpdatePageUpPageDown( int allowed_dir_flags ) +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; - if( g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL ) - { - return 0.0f; - } - if( ( g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs ) || g.NavWindowingTarget != NULL || g.NavLayer != 0 ) + ImGuiWindow* window = g.NavWindow; + if( ( window->Flags & ImGuiWindowFlags_NoNavInputs ) || g.NavWindowingTarget != NULL ) { return 0.0f; } - ImGuiWindow* window = g.NavWindow; - const bool page_up_held = IsKeyDown( g.IO.KeyMap[ImGuiKey_PageUp] ) && ( allowed_dir_flags & ( 1 << ImGuiDir_Up ) ); - const bool page_down_held = IsKeyDown( g.IO.KeyMap[ImGuiKey_PageDown] ) && ( allowed_dir_flags & ( 1 << ImGuiDir_Down ) ); - const bool home_pressed = IsKeyPressed( g.IO.KeyMap[ImGuiKey_Home] ) && ( allowed_dir_flags & ( 1 << ImGuiDir_Up ) ); - const bool end_pressed = IsKeyPressed( g.IO.KeyMap[ImGuiKey_End] ) && ( allowed_dir_flags & ( 1 << ImGuiDir_Down ) ); - if( page_up_held != page_down_held || home_pressed != end_pressed ) // If either (not both) are pressed + 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 { - if( window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll ) + 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 ) ) { - // Fallback manual-scroll when window has no navigable item - if( IsKeyPressed( g.IO.KeyMap[ImGuiKey_PageUp], true ) ) - { - SetScrollY( window, window->Scroll.y - window->InnerRect.GetHeight() ); - } - else if( IsKeyPressed( g.IO.KeyMap[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 ); - } + SetScrollY( window, window->Scroll.y - window->InnerRect.GetHeight() ); } - else + else if( IsKeyPressed( ImGuiKey_PageDown, true ) ) { - 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( g.IO.KeyMap[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.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if( IsKeyPressed( g.IO.KeyMap[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.NavMoveRequestFlags = 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_ScrollToEdge 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 = -window->Scroll.y; - if( nav_rect_rel.IsInverted() ) - { - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - } - g.NavMoveDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; - } - else if( end_pressed ) - { - nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; - if( nav_rect_rel.IsInverted() ) - { - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - } - g.NavMoveDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; - } - return nav_scoring_rect_offset_y; + 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; } -static int ImGui::FindWindowFocusIndex( ImGuiWindow* window ) // FIXME-OPT O(N) +static void ImGui::NavEndFrame() { ImGuiContext& g = *GImGui; - for( int i = g.WindowsFocusOrder.Size - 1; i >= 0; i-- ) - if( g.WindowsFocusOrder[i] == window ) + + // 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(); + } +} + +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 ) { - return i; + bb_rel.TranslateY( -bb_rel.GetHeight() ); // Previous row + clip_dir = ImGuiDir_Up; } - return -1; + 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 ); +} + +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; } static ImGuiWindow* FindWindowNavFocusable( int i_start, int i_stop, int dir ) // FIXME-OPT O(N) @@ -10118,47 +12409,49 @@ static void NavUpdateWindowingHighlightWindow( int focus_change_dir ) 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(); - if( modal_window != NULL ) + bool allow_windowing = ( modal_window == NULL ); + if( !allow_windowing ) { g.NavWindowingTarget = NULL; - return; } // Fade out if( g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL ) { - g.NavWindowingHighlightAlpha = ImMax( g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f ); + 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 - bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed( ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed ); - bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap( ImGuiKey_Tab ) && ( g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard ); + // Start CTRL+Tab or Square+L/R window selection + const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest( ImGuiNavInput_Menu, ImGuiNavReadMode_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; + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; - g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + 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 += g.IO.DeltaTime; - if( g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad ) + 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 )IsNavInputPressed( ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow ) - ( int )IsNavInputPressed( ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow ); + const int focus_change_dir = ( int )IsNavInputTest( ImGuiNavInput_FocusPrev, ImGuiNavReadMode_RepeatSlow ) - ( int )IsNavInputTest( ImGuiNavInput_FocusNext, ImGuiNavReadMode_RepeatSlow ); if( focus_change_dir != 0 ) { NavUpdateWindowingHighlightWindow( focus_change_dir ); @@ -10182,51 +12475,71 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Focus - if( g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard ) + 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( IsKeyPressedMap( ImGuiKey_Tab, true ) ) + if( IsKeyPressed( ImGuiKey_Tab, true ) ) { - NavUpdateWindowingHighlightWindow( g.IO.KeyShift ? +1 : -1 ); + NavUpdateWindowingHighlightWindow( io.KeyShift ? +1 : -1 ); } - if( !g.IO.KeyCtrl ) + if( !io.KeyCtrl ) { apply_focus_window = g.NavWindowingTarget; } } // Keyboard: Press and Release ALT to toggle menu layer - // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB - if( IsNavInputPressed( ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed ) ) + // - 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 && IsKeyPressed( ImGuiKey_ModAlt ) ) { g.NavWindowingToggleLayer = true; + g.NavInputSource = ImGuiInputSource_Keyboard; } - if( ( g.ActiveId == 0 || g.ActiveIdAllowOverlap ) && g.NavWindowingToggleLayer && IsNavInputPressed( ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released ) ) - if( IsMousePosValid( &g.IO.MousePos ) == IsMousePosValid( &g.IO.MousePosPrev ) ) + 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 ) { - apply_toggle_layer = true; + 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( ImGuiKey_ModAlt ) && g.NavWindowingToggleLayer ) + if( g.ActiveId == 0 || g.ActiveIdAllowOverlap ) + if( IsMousePosValid( &io.MousePos ) == IsMousePosValid( &io.MousePosPrev ) ) + { + apply_toggle_layer = true; + } + if( !IsKeyDown( ImGuiKey_ModAlt ) ) + { + g.NavWindowingToggleLayer = false; + } + } + // Move window if( g.NavWindowingTarget && !( g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove ) ) { ImVec2 move_delta; - if( g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift ) + if( g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift ) { - move_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down ); + move_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_RawKeyboard, ImGuiNavReadMode_Down ); } - if( g.NavInputSource == ImGuiInputSource_NavGamepad ) + if( g.NavInputSource == ImGuiInputSource_Gamepad ) { - move_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down ); + move_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_PadLStick, ImGuiNavReadMode_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 * g.IO.DeltaTime * ImMin( g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y ) ); // FIXME: Doesn't code variable framerate very well - SetWindowPos( g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always ); + 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->RootWindow; + SetWindowPos( moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always ); g.NavDisableMouseHover = true; - MarkIniSettingsDirty( g.NavWindowingTarget ); } } @@ -10234,8 +12547,7 @@ static void ImGui::NavUpdateWindowing() if( apply_focus_window && ( g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow ) ) { ClearActiveID(); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + NavRestoreHighlightAfterMove(); apply_focus_window = NavRestoreLastChildNavWindow( apply_focus_window ); ClosePopupsOverWindow( apply_focus_window, false ); FocusWindow( apply_focus_window ); @@ -10244,8 +12556,14 @@ static void ImGui::NavUpdateWindowing() NavInitWindow( apply_focus_window, false ); } - // If the window only has a menu layer, select it directly - if( apply_focus_window->DC.NavLayerActiveMask == ( 1 << ImGuiNavLayer_Menu ) ) + // 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; } @@ -10258,10 +12576,12 @@ static void ImGui::NavUpdateWindowing() // 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.NavLayerActiveMask & ( 1 << ImGuiNavLayer_Menu ) ) == 0 + && ( 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 ) { @@ -10273,12 +12593,19 @@ static void ImGui::NavUpdateWindowing() FocusWindow( new_nav_window ); new_nav_window->NavLastChildNavWindow = old_nav_window; } - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. - const ImGuiNavLayer new_nav_layer = ( g.NavWindow->DC.NavLayerActiveMask & ( 1 << ImGuiNavLayer_Menu ) ) ? ( ImGuiNavLayer )( ( int )g.NavLayer ^ 1 ) : ImGuiNavLayer_Main; - NavRestoreLayer( new_nav_layer ); + // 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?) + if( new_nav_layer == ImGuiNavLayer_Menu ) + { + g.NavWindow->NavLastIds[new_nav_layer] = 0; + } + NavRestoreLayer( new_nav_layer ); + NavRestoreHighlightAfterMove(); + } } } @@ -10307,17 +12634,19 @@ void ImGui::NavUpdateWindowingOverlay() return; } - if( g.NavWindowingList == NULL ) + if( g.NavWindowingListWindow == NULL ) { - g.NavWindowingList = FindWindowByName( "###NavWindowingList" ); + g.NavWindowingListWindow = FindWindowByName( "###NavWindowingList" ); } - SetNextWindowSizeConstraints( ImVec2( g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f ), ImVec2( FLT_MAX, FLT_MAX ) ); - SetNextWindowPos( g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2( 0.5f, 0.5f ) ); + const ImGuiViewport* 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; @@ -10338,6 +12667,12 @@ void ImGui::NavUpdateWindowingOverlay() // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + void ImGui::ClearDragDrop() { ImGuiContext& g = *GImGui; @@ -10352,51 +12687,73 @@ void ImGui::ClearDragDrop() memset( &g.DragDropPayloadBufLocal, 0, sizeof( g.DragDropPayloadBufLocal ) ); } -// Call when current ID is active. // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - 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; - int mouse_button = 0; if( !( flags & ImGuiDragDropFlags_SourceExtern ) ) { - source_id = window->DC.LastItemId; - if( source_id != 0 && g.ActiveId != source_id ) // Early out for most common case + source_id = g.LastItemData.ID; + if( source_id != 0 ) { - return false; + // 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; } - if( g.IO.MouseDown[mouse_button] == false ) + else { - return false; - } + // 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( source_id == 0 ) - { // 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, C) Swallow your programmer pride. + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. if( !( flags & ImGuiDragDropFlags_SourceAllowNullID ) ) { IM_ASSERT( 0 ); return false; } - // Early out - if( ( window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect ) == 0 && ( g.ActiveId == 0 || g.ActiveIdWindow != window ) ) - { - return false; - } - - // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // 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 OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // 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. - source_id = window->DC.LastItemId = window->GetIDFromRectangle( window->DC.LastItemRect ); - bool is_hovered = ItemHoverable( window->DC.LastItemRect, source_id ); + // 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 ); if( is_hovered && g.IO.MouseClicked[mouse_button] ) { SetActiveID( source_id, window ); @@ -10407,16 +12764,15 @@ bool ImGui::BeginDragDropSource( ImGuiDragDropFlags flags ) g.ActiveIdAllowOverlap = is_hovered; } } - else - { - g.ActiveIdAllowOverlap = false; - } 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 { @@ -10437,9 +12793,13 @@ bool ImGui::BeginDragDropSource( ImGuiDragDropFlags flags ) g.DragDropActive = true; g.DragDropSourceFlags = flags; g.DragDropMouseButton = mouse_button; + if( payload.SourceId == g.ActiveId ) + { + g.ActiveIdNoClearOnFocusLoss = true; + } } g.DragDropSourceFrameCount = g.FrameCount; - g.DragDropWithinSourceOrTarget = true; + g.DragDropWithinSource = true; if( !( flags & ImGuiDragDropFlags_SourceNoPreviewTooltip ) ) { @@ -10449,14 +12809,14 @@ bool ImGui::BeginDragDropSource( ImGuiDragDropFlags flags ) if( g.DragDropAcceptIdPrev && ( g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip ) ) { ImGuiWindow* tooltip_window = g.CurrentWindow; - tooltip_window->SkipItems = true; + tooltip_window->Hidden = tooltip_window->SkipItems = true; tooltip_window->HiddenFramesCanSkipItems = 1; } } if( !( flags & ImGuiDragDropFlags_SourceNoDisableHover ) && !( flags & ImGuiDragDropFlags_SourceExtern ) ) { - window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; } return true; @@ -10468,7 +12828,7 @@ void ImGui::EndDragDropSource() { ImGuiContext& g = *GImGui; IM_ASSERT( g.DragDropActive ); - IM_ASSERT( g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?" ); + IM_ASSERT( g.DragDropWithinSource && "Not after a BeginDragDropSource()?" ); if( !( g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip ) ) { @@ -10480,7 +12840,7 @@ void ImGui::EndDragDropSource() { ClearDragDrop(); } - g.DragDropWithinSourceOrTarget = false; + g.DragDropWithinSource = false; } // Use 'cond' to choose to submit payload on drag start or every frame @@ -10526,6 +12886,7 @@ bool ImGui::SetDragDropPayload( const char* type, const void* data, size_t data_ } payload.DataFrameCount = g.FrameCount; + // Return whether the payload has been accepted return ( g.DragDropAcceptFrameCount == g.FrameCount ) || ( g.DragDropAcceptFrameCount == g.FrameCount - 1 ); } @@ -10538,7 +12899,8 @@ bool ImGui::BeginDragDropTargetCustom( const ImRect& bb, ImGuiID id ) } ImGuiWindow* window = g.CurrentWindow; - if( g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow ) + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if( hovered_window == NULL || window->RootWindow != hovered_window->RootWindow ) { return false; } @@ -10552,10 +12914,10 @@ bool ImGui::BeginDragDropTargetCustom( const ImRect& bb, ImGuiID id ) return false; } - IM_ASSERT( g.DragDropWithinSourceOrTarget == false ); + IM_ASSERT( g.DragDropWithinTarget == false ); g.DragDropTargetRect = bb; g.DragDropTargetId = id; - g.DragDropWithinSourceOrTarget = true; + g.DragDropWithinTarget = true; return true; } @@ -10572,30 +12934,32 @@ bool ImGui::BeginDragDropTarget() } ImGuiWindow* window = g.CurrentWindow; - if( !( window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect ) ) + if( !( g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect ) ) { return false; } - if( g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow ) + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if( hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems ) { return false; } - const ImRect& display_rect = ( window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect ) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; - ImGuiID id = window->DC.LastItemId; + 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.DragDropWithinSourceOrTarget == false ); + IM_ASSERT( g.DragDropWithinTarget == false ); g.DragDropTargetRect = display_rect; g.DragDropTargetId = id; - g.DragDropWithinSourceOrTarget = true; + g.DragDropWithinTarget = true; return true; } @@ -10622,7 +12986,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload( const char* type, ImGuiDragDro 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 ) + if( r_surface <= g.DragDropAcceptIdCurrRectSurface ) { g.DragDropAcceptFlags = flags; g.DragDropAcceptIdCurr = g.DragDropTargetId; @@ -10630,22 +12994,12 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload( const char* type, ImGuiDragDro } // 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 ) { - // FIXME-DRAG: Settle on a proper default visuals for drop target. - r.Expand( 3.5f ); - bool push_clip_rect = !window->ClipRect.Contains( r ); - if( push_clip_rect ) - { - window->DrawList->PushClipRect( r.Min - ImVec2( 1, 1 ), r.Max + ImVec2( 1, 1 ) ); - } - window->DrawList->AddRect( r.Min, r.Max, GetColorU32( ImGuiCol_DragDropTarget ), 0.0f, ~0, 2.0f ); - if( push_clip_rect ) - { - window->DrawList->PopClipRect(); - } + 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; @@ -10669,11 +13023,10 @@ void ImGui::EndDragDropTarget() { ImGuiContext& g = *GImGui; IM_ASSERT( g.DragDropActive ); - IM_ASSERT( g.DragDropWithinSourceOrTarget ); - g.DragDropWithinSourceOrTarget = false; + IM_ASSERT( g.DragDropWithinTarget ); + g.DragDropWithinTarget = false; } - //----------------------------------------------------------------------------- // [SECTION] LOGGING/CAPTURING //----------------------------------------------------------------------------- @@ -10682,6 +13035,20 @@ 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 ); + } +} + void ImGui::LogText( const char* fmt, ... ) { ImGuiContext& g = *GImGui; @@ -10692,83 +13059,92 @@ void ImGui::LogText( const char* fmt, ... ) va_list args; va_start( args, fmt ); - if( g.LogFile ) - { - vfprintf( g.LogFile, fmt, args ); - } - else - { - g.LogBuffer.appendfv( fmt, args ); - } + LogTextV( g, fmt, args ); va_end( args ); } +void ImGui::LogTextV( const char* fmt, va_list args ) +{ + ImGuiContext& g = *GImGui; + if( !g.LogEnabled ) + { + return; + } + + LogTextV( g, fmt, args ); +} + // Internal version that takes a position to decide on newline placement and pad items according to their depth. // We split text into individual lines to add current tree level padding +// 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 + 1 ); + 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; } - const char* text_remaining = text; - if( g.LogDepthRef > window->DC.TreeDepth ) // Re-adjust padding if we have popped out of our starting depth + 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 spacing corresponding to the current depth of our log entry. - // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + // 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_first_line = ( line_start == text ); const bool is_last_line = ( line_end == text_end ); - if( !is_last_line || ( line_start != line_end ) ) + if( line_start != line_end || !is_last_line ) { - const int char_count = ( int )( line_end - line_start ); - if( log_new_line || !is_first_line ) - { - LogText( IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start ); - } - else if( g.LogLineFirstItem ) - { - LogText( "%*s%.*s", tree_depth * 4, "", char_count, line_start ); - } - else - { - LogText( " %.*s", char_count, line_start ); - } + 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; + } } - else if( log_new_line ) - { - // An empty "" string at a different Y position should output a carriage return. - LogText( IM_NEWLINE ); - break; - } - if( is_last_line ) { break; } text_remaining = line_end + 1; } + + if( suffix ) + { + LogRenderedText( ref_pos, suffix, suffix + strlen( suffix ) ); + } } // Start logging/capturing text output @@ -10781,12 +13157,21 @@ void ImGui::LogBegin( ImGuiLogType type, int auto_open_depth ) 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; +} + void ImGui::LogToTTY( int auto_open_depth ) { ImGuiContext& g = *GImGui; @@ -10794,8 +13179,11 @@ void ImGui::LogToTTY( int auto_open_depth ) { return; } + IM_UNUSED( auto_open_depth ); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS LogBegin( ImGuiLogType_TTY, auto_open_depth ); g.LogFile = stdout; +#endif } // Start logging/capturing text output to given file @@ -10818,8 +13206,8 @@ void ImGui::LogToFile( int auto_open_depth, const char* filename ) { return; } - FILE* f = ImFileOpen( filename, "ab" ); - if( f == NULL ) + ImFileHandle f = ImFileOpen( filename, "ab" ); + if( !f ) { IM_ASSERT( 0 ); return; @@ -10862,10 +13250,12 @@ void ImGui::LogFinish() switch( g.LogType ) { case ImGuiLogType_TTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS fflush( g.LogFile ); +#endif break; case ImGuiLogType_File: - fclose( g.LogFile ); + ImFileClose( g.LogFile ); break; case ImGuiLogType_Buffer: break; @@ -10893,8 +13283,12 @@ void ImGui::LogButtons() ImGuiContext& g = *GImGui; PushID( "LogButtons" ); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS const bool log_to_tty = Button( "Log To TTY" ); SameLine(); +#else + 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" ); @@ -10920,9 +13314,57 @@ void ImGui::LogButtons() } } + //----------------------------------------------------------------------------- // [SECTION] SETTINGS //----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettings() [Internal] +// - FindOrCreateWindowSettings() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +// - 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; + } + } +} void ImGui::MarkIniSettingsDirty() { @@ -10946,8 +13388,7 @@ void ImGui::MarkIniSettingsDirty( ImGuiWindow* window ) ImGuiWindowSettings* ImGui::CreateNewWindowSettings( const char* name ) { ImGuiContext& g = *GImGui; - g.SettingsWindows.push_back( ImGuiWindowSettings() ); - ImGuiWindowSettings* settings = &g.SettingsWindows.back(); + #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. @@ -10956,18 +13397,25 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings( const char* name ) name = p; } #endif - settings->Name = ImStrdup( name ); - settings->ID = ImHashStr( name ); + 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; } ImGuiWindowSettings* ImGui::FindWindowSettings( ImGuiID id ) { ImGuiContext& g = *GImGui; - for( int i = 0; i != g.SettingsWindows.Size; i++ ) - if( g.SettingsWindows[i].ID == id ) + for( ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk( settings ) ) + if( settings->ID == id ) { - return &g.SettingsWindows[i]; + return settings; } return NULL; } @@ -10981,16 +13429,20 @@ ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings( const char* name ) return CreateNewWindowSettings( name ); } -void ImGui::LoadIniSettingsFromDisk( const char* ini_filename ) +void ImGui::AddSettingsHandler( const ImGuiSettingsHandler* handler ) { - size_t file_data_size = 0; - char* file_data = ( char* )ImFileLoadToMemory( ini_filename, "rb", &file_data_size ); - if( !file_data ) + ImGuiContext& g = *GImGui; + IM_ASSERT( FindSettingsHandler( handler->TypeName ) == NULL ); + g.SettingsHandlers.push_back( *handler ); +} + +void ImGui::RemoveSettingsHandler( const char* type_name ) +{ + ImGuiContext& g = *GImGui; + if( ImGuiSettingsHandler* handler = FindSettingsHandler( type_name ) ) { - return; + g.SettingsHandlers.erase( handler ); } - LoadIniSettingsFromMemory( file_data, ( size_t )file_data_size ); - IM_FREE( file_data ); } ImGuiSettingsHandler* ImGui::FindSettingsHandler( const char* type_name ) @@ -11005,12 +13457,39 @@ ImGuiSettingsHandler* ImGui::FindSettingsHandler( const char* type_name ) return NULL; } +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] ); + } +} + +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; + } + 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 void ImGui::LoadIniSettingsFromMemory( const char* ini_data, size_t ini_size ) { ImGuiContext& g = *GImGui; IM_ASSERT( g.Initialized ); - IM_ASSERT( g.SettingsLoaded == false && g.FrameCount == 0 ); + //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.. @@ -11018,10 +13497,19 @@ void ImGui::LoadIniSettingsFromMemory( const char* ini_data, size_t ini_size ) { ini_size = strlen( ini_data ); } - char* buf = ( char* )IM_ALLOC( ini_size + 1 ); - char* buf_end = buf + ini_size; + 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[ini_size] = 0; + 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; @@ -11050,18 +13538,14 @@ void ImGui::LoadIniSettingsFromMemory( const char* ini_data, size_t ini_size ) line_end[-1] = 0; const char* name_end = line_end - 1; const char* type_start = line + 1; - char* type_end = ( char* )( intptr_t )ImStrchrRange( type_start, name_end, ']' ); + 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 ) { - name_start = type_start; // Import legacy entries that have no type - type_start = "Window"; - } - else - { - *type_end = 0; // Overwrite first ']' - name_start++; // Skip second '[' + 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; } @@ -11071,8 +13555,17 @@ void ImGui::LoadIniSettingsFromMemory( const char* ini_data, size_t ini_size ) entry_handler->ReadLineFn( &g, entry_handler, entry_data, line ); } } - IM_FREE( buf ); 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] ); + } } void ImGui::SaveIniSettingsToDisk( const char* ini_filename ) @@ -11086,13 +13579,13 @@ void ImGui::SaveIniSettingsToDisk( const char* ini_filename ) size_t ini_data_size = 0; const char* ini_data = SaveIniSettingsToMemory( &ini_data_size ); - FILE* f = ImFileOpen( ini_filename, "wt" ); + ImFileHandle f = ImFileOpen( ini_filename, "wt" ); if( !f ) { return; } - fwrite( ini_data, sizeof( char ), ini_data_size, f ); - fclose( f ); + 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 @@ -11114,17 +13607,27 @@ const char* ImGui::SaveIniSettingsToMemory( size_t* out_size ) return g.SettingsIniData.c_str(); } -static void* SettingsHandlerWindow_ReadOpen( ImGuiContext*, ImGuiSettingsHandler*, const char* name ) +static void WindowSettingsHandler_ClearAll( ImGuiContext* ctx, ImGuiSettingsHandler* ) { - ImGuiWindowSettings* settings = ImGui::FindWindowSettings( ImHashStr( name ) ); - if( !settings ) + ImGuiContext& g = *ctx; + for( int i = 0; i != g.Windows.Size; i++ ) { - settings = ImGui::CreateNewWindowSettings( name ); + g.Windows[i]->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; } -static void SettingsHandlerWindow_ReadLine( ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line ) +static void WindowSettingsHandler_ReadLine( ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line ) { ImGuiWindowSettings* settings = ( ImGuiWindowSettings* )entry; int x, y; @@ -11143,7 +13646,22 @@ static void SettingsHandlerWindow_ReadLine( ImGuiContext*, ImGuiSettingsHandler* } } -static void SettingsHandlerWindow_WriteAll( ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf ) +// 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; + } +} + +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) @@ -11156,28 +13674,29 @@ static void SettingsHandlerWindow_WriteAll( ImGuiContext* ctx, ImGuiSettingsHand continue; } - ImGuiWindowSettings* settings = ( window->SettingsIdx != -1 ) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings( window->ID ); + ImGuiWindowSettings* settings = ( window->SettingsOffset != -1 ) ? g.SettingsWindows.ptr_from_offset( window->SettingsOffset ) : ImGui::FindWindowSettings( window->ID ); if( !settings ) { settings = ImGui::CreateNewWindowSettings( window->Name ); - window->SettingsIdx = g.SettingsWindows.index_from_ptr( settings ); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr( settings ); } IM_ASSERT( settings->ID == window->ID ); - settings->Pos = ImVec2ih( ( short )window->Pos.x, ( short )window->Pos.y ); - settings->Size = ImVec2ih( ( short )window->SizeFull.x, ( short )window->SizeFull.y ); + settings->Pos = ImVec2ih( window->Pos ); + settings->Size = ImVec2ih( window->SizeFull ); + settings->Collapsed = window->Collapsed; } // Write to text buffer - buf->reserve( buf->size() + g.SettingsWindows.Size * 96 ); // ballpark reserve - for( int i = 0; i != g.SettingsWindows.Size; i++ ) + 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 ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - buf->appendf( "[%s][%s]\n", handler->TypeName, settings->Name ); + const char* settings_name = settings->GetName(); + buf->appendf( "[%s][%s]\n", handler->TypeName, settings_name ); buf->appendf( "Pos=%d,%d\n", settings->Pos.x, settings->Pos.y ); buf->appendf( "Size=%d,%d\n", settings->Size.x, settings->Size.y ); buf->appendf( "Collapsed=%d\n", settings->Collapsed ); - buf->appendf( "\n" ); + buf->append( "\n" ); } } @@ -11185,9 +13704,47 @@ static void SettingsHandlerWindow_WriteAll( ImGuiContext* ctx, ImGuiSettingsHand //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- +// - GetMainViewport() +// - SetWindowViewport() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// (this section is more complete in the 'docking' branch) +//----------------------------------------------------------------------------- -// (this section is filled in the 'docking' branch) +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} +void ImGui::SetWindowViewport( ImGuiWindow* window, ImGuiViewportP* viewport ) +{ + window->Viewport = viewport; +} + +// Update viewports and monitor infos +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT( g.Viewports.Size == 1 ); + + // 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]; + main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; + main_viewport->Pos = ImVec2( 0.0f, 0.0f ); + main_viewport->Size = g.IO.DisplaySize; + + for( int n = 0; n < g.Viewports.Size; n++ ) + { + ImGuiViewportP* viewport = g.Viewports[n]; + + // Lock down space taken by menu bars and status bars, reset the offset for fucntions 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(); + } +} //----------------------------------------------------------------------------- // [SECTION] DOCKING @@ -11200,30 +13757,19 @@ static void SettingsHandlerWindow_WriteAll( ImGuiContext* ctx, ImGuiSettingsHand // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- -#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) - #ifndef WIN32_LEAN_AND_MEAN - #define WIN32_LEAN_AND_MEAN - #endif - #ifndef __MINGW32__ - #include - #else - #include - #endif -#elif defined(__APPLE__) - #include -#endif - #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER #pragma comment(lib, "user32") + #pragma comment(lib, "kernel32") #endif // Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() static const char* GetClipboardTextFn_DefaultImpl( void* ) { - static ImVector buf_local; - buf_local.clear(); + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); if( !::OpenClipboard( NULL ) ) { return NULL; @@ -11234,15 +13780,15 @@ static const char* GetClipboardTextFn_DefaultImpl( void* ) ::CloseClipboard(); return NULL; } - if( ImWchar* wbuf_global = ( ImWchar* )::GlobalLock( wbuf_handle ) ) + if( const WCHAR* wbuf_global = ( const WCHAR* )::GlobalLock( wbuf_handle ) ) { - int buf_len = ImTextCountUtf8BytesFromStr( wbuf_global, NULL ) + 1; - buf_local.resize( buf_len ); - ImTextStrToUtf8( buf_local.Data, buf_len, wbuf_global, NULL ); + 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 buf_local.Data; + return g.ClipboardHandlerData.Data; } static void SetClipboardTextFn_DefaultImpl( void*, const char* text ) @@ -11251,15 +13797,15 @@ static void SetClipboardTextFn_DefaultImpl( void*, const char* text ) { return; } - const int wbuf_length = ImTextCountCharsFromUtf8( text, NULL ) + 1; - HGLOBAL wbuf_handle = ::GlobalAlloc( GMEM_MOVEABLE, ( SIZE_T )wbuf_length * sizeof( ImWchar ) ); + 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; } - ImWchar* wbuf_global = ( ImWchar* )::GlobalLock( wbuf_handle ); - ImTextStrFromUtf8( wbuf_global, wbuf_length, text, NULL ); + 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 ) @@ -11312,13 +13858,14 @@ static const char* GetClipboardTextFn_DefaultImpl( void* ) CFDataRef cf_data; if( PasteboardCopyItemFlavorData( main_clipboard, item_id, CFSTR( "public.utf8-plain-text" ), &cf_data ) == noErr ) { - static ImVector clipboard_text; + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); int length = ( int )CFDataGetLength( cf_data ); - clipboard_text.resize( length + 1 ); - CFDataGetBytes( cf_data, CFRangeMake( 0, length ), ( UInt8* )clipboard_text.Data ); - clipboard_text[length] = 0; + g.ClipboardHandlerData.resize( length + 1 ); + CFDataGetBytes( cf_data, CFRangeMake( 0, length ), ( UInt8* )g.ClipboardHandlerData.Data ); + g.ClipboardHandlerData[length] = 0; CFRelease( cf_data ); - return clipboard_text.Data; + return g.ClipboardHandlerData.Data; } } } @@ -11331,90 +13878,336 @@ static const char* GetClipboardTextFn_DefaultImpl( void* ) static const char* GetClipboardTextFn_DefaultImpl( void* ) { ImGuiContext& g = *GImGui; - return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } static void SetClipboardTextFn_DefaultImpl( void*, const char* text ) { ImGuiContext& g = *GImGui; - g.PrivateClipboard.clear(); + g.ClipboardHandlerData.clear(); const char* text_end = text + strlen( text ); - g.PrivateClipboard.resize( ( int )( text_end - text ) + 1 ); - memcpy( &g.PrivateClipboard[0], text, ( size_t )( text_end - text ) ); - g.PrivateClipboard[( int )( text_end - text )] = 0; + 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 // Win32 API IME support (for Asian languages, etc.) -#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #include #ifdef _MSC_VER #pragma comment(lib, "imm32") #endif -static void ImeSetInputScreenPosFn_DefaultImpl( int x, int y ) +static void SetPlatformImeDataFn_DefaultImpl( ImGuiViewport* viewport, ImGuiPlatformImeData* data ) { // Notify OS Input Method Editor of text input position - ImGuiIO& io = ImGui::GetIO(); - if( HWND hwnd = ( HWND )io.ImeWindowHandle ) - if( HIMC himc = ::ImmGetContext( hwnd ) ) - { - COMPOSITIONFORM cf; - cf.ptCurrentPos.x = x; - cf.ptCurrentPos.y = y; - cf.dwStyle = CFS_FORCE_POSITION; - ::ImmSetCompositionWindow( himc, &cf ); - ::ImmReleaseContext( hwnd, himc ); - } + 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; + composition_form.ptCurrentPos.y = ( LONG )data->InputPos.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; + candidate_form.ptCurrentPos.y = ( LONG )data->InputPos.y; + ::ImmSetCandidateWindow( himc, &candidate_form ); + ::ImmReleaseContext( hwnd, himc ); + } } #else -static void ImeSetInputScreenPosFn_DefaultImpl( int, int ) {} +static void SetPlatformImeDataFn_DefaultImpl( ImGuiViewport*, ImGuiPlatformImeData* ) {} #endif //----------------------------------------------------------------------------- -// [SECTION] METRICS/DEBUG WINDOW +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - RenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - 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 = 1.0f; + window->DrawList->AddRectFilled( bb.Min, bb.Max, 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; + } + + 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 ) ); +} + +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 ); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding( const char* str ) +{ + Text( "Text: \"%s\"", str ); + if( !BeginTable( "list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit ) ) + { + return; + } + TableSetupColumn( "Offset" ); + TableSetupColumn( "UTF-8" ); + TableSetupColumn( "Glyph" ); + TableSetupColumn( "Codepoint" ); + TableHeadersRow(); + for( const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8( &c, p, NULL ); + TableNextColumn(); + Text( "%d", ( int )( p - str ) ); + TableNextColumn(); + for( int byte_index = 0; byte_index < c_utf8_len; byte_index++ ) + { + if( byte_index > 0 ) + { + SameLine(); + } + Text( "0x%02X", ( int )( unsigned char )p[byte_index] ); + } + TableNextColumn(); + if( GetFont()->FindGlyphNoFallback( ( ImWchar )c ) ) + { + TextUnformatted( p, p + c_utf8_len ); + } + else + { + TextUnformatted( ( c == IM_UNICODE_CODEPOINT_INVALID ) ? "[invalid]" : "[missing]" ); + } + TableNextColumn(); + Text( "U+%04X", ( int )c ); + p += c_utf8_len; + } + EndTable(); +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +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(); + } +} + +// [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(); + } +} + void ImGui::ShowMetricsWindow( bool* p_open ) { - if( !ImGui::Begin( "Dear ImGui Metrics", p_open ) ) + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if( cfg->ShowDebugLog ) { - ImGui::End(); + ShowDebugLogWindow( &cfg->ShowDebugLog ); + } + if( cfg->ShowStackTool ) + { + ShowStackToolWindow( &cfg->ShowStackTool ); + } + + if( !Begin( "Dear ImGui Metrics/Debugger", p_open ) || GetCurrentWindow()->BeginCount > 1 ) + { + End(); return; } - // State - enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Contents, WRT_ContentsRegionRect, WRT_Count }; // Windows Rect Type - const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Contents", "ContentsRegionRect" }; - static bool show_windows_rects = false; - static int show_windows_rect_type = WRT_WorkRect; - static bool show_windows_begin_order = false; - static bool show_drawcmd_clip_rects = true; - // Basic info - ImGuiContext& g = *GImGui; - ImGuiIO& io = ImGui::GetIO(); - ImGui::Text( "Dear ImGui %s", ImGui::GetVersion() ); - ImGui::Text( "Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate ); - ImGui::Text( "%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3 ); - ImGui::Text( "%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows ); - ImGui::Text( "%d active allocations", io.MetricsActiveAllocations ); - ImGui::Separator(); + 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; + } - // Helper functions to display common structures: - // - NodeDrawList - // - NodeColumns - // - NodeWindow - // - NodeWindows - // - NodeTabBar 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]; // Note: y1/y2 not always accurate + return ImRect( c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight ); + } + 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->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_instance->LastFirstRowHeight ); + } + else if( rect_type == TRT_ColumnsContentUnfrozen ) + { + ImGuiTableColumn* c = &table->Columns[n]; + return ImRect( c->WorkMinX, table->InnerClipRect.Min.y + table_instance->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 ) @@ -11437,320 +14230,368 @@ void ImGui::ShowMetricsWindow( bool* p_open ) { return window->WorkRect; } - else if( rect_type == WRT_Contents ) + 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_ContentsRegionRect ) + else if( rect_type == WRT_ContentIdeal ) { - return window->ContentsRegionRect; + 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(); } - - static void NodeDrawList( ImGuiWindow* window, ImDrawList* draw_list, const char* label ) - { - bool node_open = ImGui::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, draw_list->CmdBuffer.Size ); - if( draw_list == ImGui::GetWindowDrawList() ) - { - ImGui::SameLine(); - ImGui::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 ) - { - ImGui::TreePop(); - } - return; - } - - ImDrawList* fg_draw_list = GetForegroundDrawList( window ); // Render additional visuals into the top-most draw list - if( window && IsItemHovered() ) - { - fg_draw_list->AddRect( window->Pos, window->Pos + window->Size, IM_COL32( 255, 255, 0, 255 ) ); - } - if( !node_open ) - { - return; - } - - if( window && !window->WasActive ) - { - ImGui::Text( "(Note: owning Window is inactive: DrawList is not being rendered!)" ); - } - - int elem_offset = 0; - for( const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++ ) - { - if( pcmd->UserCallback == NULL && pcmd->ElemCount == 0 ) - { - continue; - } - if( pcmd->UserCallback ) - { - ImGui::BulletText( "Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData ); - continue; - } - ImDrawIdx* idx_buffer = ( draw_list->IdxBuffer.Size > 0 ) ? draw_list->IdxBuffer.Data : NULL; - char buf[300]; - ImFormatString( buf, IM_ARRAYSIZE( buf ), "Draw %4d triangles, tex 0x%p, clip_rect (%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 = ImGui::TreeNode( ( void* )( pcmd - draw_list->CmdBuffer.begin() ), "%s", buf ); - if( show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered() ) - { - ImRect clip_rect = pcmd->ClipRect; - ImRect vtxs_rect; - for( int i = elem_offset; i < elem_offset + ( int )pcmd->ElemCount; i++ ) - { - vtxs_rect.Add( draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos ); - } - clip_rect.Floor(); - fg_draw_list->AddRect( clip_rect.Min, clip_rect.Max, IM_COL32( 255, 0, 255, 255 ) ); - vtxs_rect.Floor(); - fg_draw_list->AddRect( vtxs_rect.Min, vtxs_rect.Max, IM_COL32( 255, 255, 0, 255 ) ); - } - if( !pcmd_node_open ) - { - continue; - } - - // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. - ImGui::Text( "ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount / 3, pcmd->VtxOffset, pcmd->IdxOffset ); - ImGuiListClipper clipper( 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 = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++ ) - { - char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE( buf ); - ImVec2 triangles_pos[3]; - for( int n = 0; n < 3; n++, idx_i++ ) - { - int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i; - ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; - triangles_pos[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 ) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col ); - } - ImGui::Selectable( buf, false ); - if( fg_draw_list && ImGui::IsItemHovered() ) - { - ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. - fg_draw_list->AddPolyline( triangles_pos, 3, IM_COL32( 255, 255, 0, 255 ), true, 1.0f ); - fg_draw_list->Flags = backup_flags; - } - } - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - static void NodeColumns( const ImGuiColumns* columns ) - { - if( !ImGui::TreeNode( ( void* )( uintptr_t )columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags ) ) - { - return; - } - ImGui::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++ ) - { - ImGui::BulletText( "Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm( columns, columns->Columns[column_n].OffsetNorm ) ); - } - ImGui::TreePop(); - } - - static void NodeWindows( ImVector& windows, const char* label ) - { - if( !ImGui::TreeNode( label, "%s (%d)", label, windows.Size ) ) - { - return; - } - for( int i = 0; i < windows.Size; i++ ) - { - Funcs::NodeWindow( windows[i], "Window" ); - } - ImGui::TreePop(); - } - - static void NodeWindow( ImGuiWindow* window, const char* label ) - { - if( window == NULL ) - { - ImGui::BulletText( "%s: NULL", label ); - return; - } - if( !ImGui::TreeNode( window, "%s '%s', %d @ 0x%p", label, window->Name, ( window->Active || window->WasActive ), window ) ) - { - return; - } - ImGuiWindowFlags flags = window->Flags; - NodeDrawList( window, window->DrawList, "DrawList" ); - ImGui::BulletText( "Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y ); - ImGui::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" : "" ); - ImGui::BulletText( "Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y ); - ImGui::BulletText( "Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, ( window->Active || window->WasActive ) ? window->BeginOrderWithinContext : -1 ); - ImGui::BulletText( "Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems ); - ImGui::BulletText( "NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask ); - ImGui::BulletText( "NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL" ); - if( !window->NavRectRel[0].IsInverted() ) - { - ImGui::BulletText( "NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y ); - } - else - { - ImGui::BulletText( "NavRectRel[0]: " ); - } - if( window->RootWindow != window ) - { - NodeWindow( window->RootWindow, "RootWindow" ); - } - if( window->ParentWindow != NULL ) - { - NodeWindow( window->ParentWindow, "ParentWindow" ); - } - if( window->DC.ChildWindows.Size > 0 ) - { - NodeWindows( window->DC.ChildWindows, "ChildWindows" ); - } - if( window->ColumnsStorage.Size > 0 && ImGui::TreeNode( "Columns", "Columns sets (%d)", window->ColumnsStorage.Size ) ) - { - for( int n = 0; n < window->ColumnsStorage.Size; n++ ) - { - NodeColumns( &window->ColumnsStorage[n] ); - } - ImGui::TreePop(); - } - ImGui::BulletText( "Storage: %d bytes", window->StateStorage.Data.size_in_bytes() ); - ImGui::TreePop(); - } - - static void NodeTabBar( ImGuiTabBar* tab_bar ) - { - // 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 ); - ImFormatString( p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, ( tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2 ) ? " *Inactive*" : "" ); - if( ImGui::TreeNode( tab_bar, "%s", buf ) ) - { - for( int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++ ) - { - const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - ImGui::PushID( tab ); - if( ImGui::SmallButton( "<" ) ) - { - TabBarQueueChangeTabOrder( tab_bar, tab, -1 ); - } - ImGui::SameLine( 0, 2 ); - if( ImGui::SmallButton( ">" ) ) - { - TabBarQueueChangeTabOrder( tab_bar, tab, +1 ); - } - ImGui::SameLine(); - ImGui::Text( "%02d%c Tab 0x%08X", tab_n, ( tab->ID == tab_bar->SelectedTabId ) ? '*' : ' ', tab->ID ); - ImGui::PopID(); - } - ImGui::TreePop(); - } - } }; - Funcs::NodeWindows( g.Windows, "Windows" ); - if( ImGui::TreeNode( "DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size ) ) + // Tools + if( TreeNode( "Tools" ) ) { - for( int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++ ) + 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 ) { - Funcs::NodeDrawList( NULL, g.DrawDataBuilder.Layers[0][i], "DrawList" ); + static char buf[100] = ""; + SetNextItemWidth( -FLT_MIN ); + InputText( "##Text", buf, IM_ARRAYSIZE( buf ) ); + if( buf[0] != 0 ) + { + DebugTextEncoding( buf ); + } + TreePop(); } - ImGui::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." ); + + // Stack Tool is your best friend! + Checkbox( "Show Debug Log", &cfg->ShowDebugLog ); + SameLine(); + MetricsHelpMarker( "You can also call ImGui::ShowDebugLogWindow() from your code." ); + + // 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(); + } + } + + TreePop(); } - if( ImGui::TreeNode( "Popups", "Popups (%d)", g.OpenPopupStack.Size ) ) + // 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]; + 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->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList" ); + } + } + TreePop(); + } + + // Viewports + if( TreeNode( "Viewports", "Viewports (%d)", g.Viewports.Size ) ) + { + Indent( GetTreeNodeToLabelSpacing() ); + RenderViewportsThumbnails(); + Unindent( GetTreeNodeToLabelSpacing() ); + 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; - ImGui::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" : "" ); + 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" : "" ); } - ImGui::TreePop(); + TreePop(); } - if( ImGui::TreeNode( "TabBars", "Tab Bars (%d)", g.TabBars.Data.Size ) ) + // Details for TabBars + if( TreeNode( "TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount() ) ) { - for( int n = 0; n < g.TabBars.Data.Size; n++ ) - { - Funcs::NodeTabBar( g.TabBars.GetByIndex( n ) ); - } - ImGui::TreePop(); - } - -#if 0 - if( ImGui::TreeNode( "Docking" ) ) - { - ImGui::TreePop(); - } -#endif - -#if 0 - if( ImGui::TreeNode( "Tables", "Tables (%d)", g.Tables.Data.Size ) ) - { - ImGui::TreePop(); - } -#endif - - if( ImGui::TreeNode( "Internal state" ) ) - { - const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; - IM_ASSERT( IM_ARRAYSIZE( input_source_names ) == ImGuiInputSource_COUNT ); - ImGui::Text( "HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL" ); - ImGui::Text( "HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL" ); - ImGui::Text( "HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap ); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not - ImGui::Text( "ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource] ); - ImGui::Text( "ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL" ); - ImGui::Text( "MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL" ); - ImGui::Text( "NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL" ); - ImGui::Text( "NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer ); - ImGui::Text( "NavInputSource: %s", input_source_names[g.NavInputSource] ); - ImGui::Text( "NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible ); - ImGui::Text( "NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId ); - ImGui::Text( "NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover ); - ImGui::Text( "NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL" ); - ImGui::Text( "DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize ); - ImGui::TreePop(); - } - - if( ImGui::TreeNode( "Tools" ) ) - { - // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if( ImGui::Button( "Item Picker.." ) ) - { - ImGui::DebugStartItemPicker(); - } - - ImGui::Checkbox( "Show windows begin order", &show_windows_begin_order ); - ImGui::Checkbox( "Show windows rectangles", &show_windows_rects ); - ImGui::SameLine(); - ImGui::SetNextItemWidth( ImGui::GetFontSize() * 12 ); - show_windows_rects |= ImGui::Combo( "##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count ); - if( show_windows_rects && g.NavWindow ) - { - ImGui::BulletText( "'%s':", g.NavWindow->Name ); - ImGui::Indent(); - for( int rect_n = 0; rect_n < WRT_Count; rect_n++ ) + for( int n = 0; n < g.TabBars.GetMapSize(); n++ ) + if( ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData( n ) ) { - ImRect r = Funcs::GetWindowRect( g.NavWindow, rect_n ); - ImGui::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] ); + PushID( tab_bar ); + DebugNodeTabBar( tab_bar, "TabBar" ); + PopID(); } - ImGui::Unindent(); - } - ImGui::Checkbox( "Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects ); - ImGui::TreePop(); + TreePop(); } - // Tool: Display windows Rectangles and Begin Order - if( show_windows_rects || show_windows_begin_order ) + // 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 Docking +#ifdef IMGUI_HAS_DOCK + if( TreeNode( "Docking" ) ) + { + 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(); + } + +#ifdef IMGUI_HAS_DOCK +#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->RootWindow->Name : "NULL" ); + Text( "HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL" ); + Text( "MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL" ); + 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 = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; 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++ ) { @@ -11760,29 +14601,892 @@ void ImGui::ShowMetricsWindow( bool* p_open ) continue; } ImDrawList* draw_list = GetForegroundDrawList( window ); - if( show_windows_rects ) + if( cfg->ShowWindowsRects ) { - ImRect r = Funcs::GetWindowRect( window, show_windows_rect_type ); + ImRect r = Funcs::GetWindowRect( window, cfg->ShowWindowsRectsType ); draw_list->AddRect( r.Min, r.Max, IM_COL32( 255, 0, 128, 255 ) ); } - if( show_windows_begin_order && !( window->Flags & ImGuiWindowFlags_ChildWindow ) ) + if( cfg->ShowWindowsBeginOrder && !( window->Flags & ImGuiWindowFlags_ChildWindow ) ) { char buf[32]; ImFormatString( buf, IM_ARRAYSIZE( buf ), "%d", window->BeginOrderWithinContext ); - float font_size = ImGui::GetFontSize(); + 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 ); } } } - ImGui::End(); + + // 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( show_docking_nodes && g.IO.KeyCtrl ) + { + } +#endif // #ifdef IMGUI_HAS_DOCK + + 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(); +} + +// [DEBUG] Display contents of ImDrawList +void ImGui::DebugNodeDrawList( ImGuiWindow* window, 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 = GetForegroundDrawList( window ); // 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(); +} + +// [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; +} + +// [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 ) + { + 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(); +} + +// [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->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->NameOffset != -1 ) ? tab_bar->GetTabName( tab ) : "???", tab->Offset, tab->Width, tab->ContentWidth ); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport( ImGuiViewportP* viewport ) +{ + SetNextItemOpen( true, ImGuiCond_Once ); + if( TreeNode( "viewport0", "Viewport #%d", 0 ) ) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText( "Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.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 ); + BulletText( "Flags: 0x%04X =%s%s%s", viewport->Flags, + ( flags & ImGuiViewportFlags_IsPlatformWindow ) ? " IsPlatformWindow" : "", + ( flags & ImGuiViewportFlags_IsPlatformMonitor ) ? " IsPlatformMonitor" : "", + ( flags & ImGuiViewportFlags_OwnedByApp ) ? " OwnedByApp" : "" ); + 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->DrawDataBuilder.Layers[layer_i][draw_list_i], "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->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( "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" ); + if( window->RootWindow != window ) + { + DebugNodeWindow( window->RootWindow, "RootWindow" ); + } + 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(); +} + +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 ); +} + +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(); +} + +// 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(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG +//----------------------------------------------------------------------------- + +void ImGui::DebugLog( const char* fmt, ... ) +{ + va_list args; + va_start( args, fmt ); + DebugLogV( fmt, args ); + va_end( args ); +} + +void ImGui::DebugLogV( const char* fmt, va_list args ) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + g.DebugLogBuf.appendf( "[%05d] ", g.FrameCount ); + g.DebugLogBuf.appendfv( fmt, args ); + if( g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY ) + { + IMGUI_DEBUG_PRINTF( "%s", g.DebugLogBuf.begin() + old_size ); + } +} + +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; + } + + AlignTextToFramePadding(); + Text( "Log events:" ); + SameLine(); + 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 ); + + if( SmallButton( "Clear" ) ) + { + g.DebugLogBuf.clear(); + } + SameLine(); + if( SmallButton( "Copy" ) ) + { + SetClipboardText( g.DebugLogBuf.c_str() ); + } + BeginChild( "##log", ImVec2( 0.0f, 0.0f ), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar ); + TextUnformatted( g.DebugLogBuf.begin(), g.DebugLogBuf.end() ); // FIXME-OPT: Could use a line index, but TextUnformatted() has a semi-decent fast path for large text. + if( GetScrollY() >= GetScrollMaxY() ) + { + SetScrollHereY( 1.0f ); + } + EndChild(); + + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +//----------------------------------------------------------------------------- + +// [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; + } + 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(); +} + +// [DEBUG] Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + 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++; + } +} + +// [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 ) +{ + 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; + } + + // 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( ImGuiStackTool* 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 + 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 + return ImFormatString( buf, buf_size, "???" ); +} + +// Stack Tool: Display UI +void ImGui::ShowStackToolWindow( 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 Stack Tool", p_open ) || GetCurrentWindow()->BeginCount > 1 ) + { + End(); + return; + } + + // Display hovered/active status + ImGuiStackTool* tool = &g.DebugStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#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 ); +#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." ); + + // 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( ImGuiKey_ModCtrl ) && 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 -void ImGui::ShowMetricsWindow( bool* ) { } +void ImGui::ShowMetricsWindow( bool* ) {} +void ImGui::ShowFontAtlas( ImFontAtlas* ) {} +void ImGui::DebugNodeColumns( ImGuiOldColumns* ) {} +void ImGui::DebugNodeDrawList( ImGuiWindow*, const ImDrawList*, const char* ) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox( ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool ) {} +void ImGui::DebugNodeFont( ImFont* ) {} +void ImGui::DebugNodeStorage( ImGuiStorage*, const char* ) {} +void ImGui::DebugNodeTabBar( ImGuiTabBar*, const char* ) {} +void ImGui::DebugNodeWindow( ImGuiWindow*, const char* ) {} +void ImGui::DebugNodeWindowSettings( ImGuiWindowSettings* ) {} +void ImGui::DebugNodeWindowsList( ImVector*, const char* ) {} +void ImGui::DebugNodeViewport( ImGuiViewportP* ) {} -#endif +void ImGui::DebugLog( const char*, ... ) {} +void ImGui::DebugLogV( const char*, va_list ) {} +void ImGui::ShowDebugLogWindow( bool* ) {} +void ImGui::ShowStackToolWindow( bool* ) {} +void ImGui::DebugHookIdInfo( ImGuiID, ImGuiDataType, const void*, const void* ) {} +void ImGui::UpdateDebugToolItemPicker() {} +void ImGui::UpdateDebugToolStackQueries() {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS //----------------------------------------------------------------------------- @@ -11793,3 +15497,5 @@ void ImGui::ShowMetricsWindow( bool* ) { } #endif //----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/neo/libs/imgui/imgui.h b/neo/libs/imgui/imgui.h index 15503692..9e36c47f 100644 --- a/neo/libs/imgui/imgui.h +++ b/neo/libs/imgui/imgui.h @@ -1,33 +1,48 @@ -// dear imgui, v1.73 +// dear imgui, v1.88 // (headers) -// See imgui.cpp file for documentation. -// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. -// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -// Get latest version at https://github.com/ocornut/imgui +// 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. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Issues & support https://github.com/ocornut/imgui/issues + +// 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. /* Index of this file: -// Header mess -// Forward declarations and basic types -// ImGui API (Dear ImGui end-user API) -// Flags & Enumerations -// Memory allocations macros -// ImVector<> -// ImGuiStyle -// ImGuiIO -// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) -// Obsolete functions -// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) -// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, 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) +// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types */ #pragma once -// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +// 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 @@ -35,24 +50,28 @@ Index of this file: #include "imconfig.h" #endif +#ifndef IMGUI_DISABLE + //----------------------------------------------------------------------------- -// Header mess +// [SECTION] Header mess //----------------------------------------------------------------------------- -#include // FLT_MAX -#include // va_list +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end #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 "1.73" -#define IMGUI_VERSION_NUM 17300 +#define IMGUI_VERSION "1.88" +#define IMGUI_VERSION_NUM 18800 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) +#define IMGUI_HAS_TABLE // 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 bindings files (imgui_impl_xxx.h) -// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// 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) #ifndef IMGUI_API #define IMGUI_API #endif @@ -65,22 +84,36 @@ Index of this file: #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif -#if defined(__clang__) || defined(__GNUC__) - #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. +#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 + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) + #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) + #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) + #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #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. -#if (__cplusplus >= 201100) - #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) + #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) + #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) #else - #define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. + #define IM_MSVC_RUNTIME_CHECKS_OFF + #define IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Warnings +#ifdef _MSC_VER + #pragma warning (push) + #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" @@ -89,14 +122,15 @@ Index of this file: #endif #elif defined(__GNUC__) #pragma GCC diagnostic push - #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind - #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 "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind + #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 //----------------------------------------------------------------------------- -// Forward declarations and basic types +// [SECTION] Forward declarations and basic types //----------------------------------------------------------------------------- +// Forward declarations struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. @@ -106,6 +140,7 @@ struct ImDrawListSplitter; // Helper to split a draw list into differen struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). struct ImFontConfig; // Configuration data when adding a font or merging fonts struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data @@ -113,34 +148,40 @@ struct ImColor; // Helper functions to create a color that c struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) struct ImGuiIO; // Main configuration and I/O between your application and ImGui struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiListClipper; // Helper to manually clip large list of items -struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) -struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor -// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) -// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. -#ifndef ImTextureID - typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) -#endif -typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) -typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. +// 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) +// - 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 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 (ImGui-side enum) +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 ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. -typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList -typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() +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 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() @@ -148,46 +189,68 @@ 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 ImGuiModFlags; // -> enum ImGuiModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +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. typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() -typedef int ( *ImGuiInputTextCallback )( ImGuiInputTextCallbackData* data ); -typedef void ( *ImGuiSizeCallback )( ImGuiSizeCallbackData* data ); + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +#ifndef ImTextureID + typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx + typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif // Scalar data types -typedef signed char ImS8; // 8-bit signed integer == char +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer typedef unsigned char ImU8; // 8-bit unsigned integer typedef signed short ImS16; // 16-bit signed integer typedef unsigned short ImU16; // 16-bit unsigned integer typedef signed int ImS32; // 32-bit signed integer == int typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) -#if defined(_MSC_VER) && !defined(__clang__) - typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) - typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) -#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) - #include - typedef int64_t ImS64; // 64-bit signed integer (pre C++11) - typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) +typedef signed long long ImS64; // 64-bit signed integer +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. +#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 - typedef signed long long ImS64; // 64-bit signed integer (post C++11) - typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) + typedef ImWchar16 ImWchar; #endif -// 2D vector (often used to store positions, sizes, etc.) +// 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 ( *ImGuiMemFreeFunc )( void* ptr, void* user_data ); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +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 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 ) const { IM_ASSERT( idx <= 1 ); // We very rarely use this [] operator, the assert overhead is fine. @@ -203,74 +266,70 @@ struct ImVec2 #endif }; -// 4D vector (often used to store floating-point colors) +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] 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. #endif }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- -// ImGui: Dear ImGui end-user API -// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- 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 imgui contexts. -// All those functions are not reliant on the current context. +// - 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 ); -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 ); // 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 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(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! -IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) +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 (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! +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 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 ShowMetricsWindow( bool* p_open = NULL ); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. 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. "1.23" (essentially the compiled value for IMGUI_VERSION) +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 StyleColorsClassic( ImGuiStyle* dst = NULL ); // classic imgui style 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. -// - You may append multiple times to the same window during the same frame. // - 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! -// [this is due to legacy reason and 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.] +// [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(); @@ -279,13 +338,16 @@ IMGUI_API void End(); // - 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 [this is due to legacy reason and 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.] +// 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. +// - '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. @@ -296,39 +358,40 @@ IMGUI_API ImVec2 GetWindowSize(); // get curre IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) -// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). +// 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 modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. +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 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 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 ); // 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 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 -// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) -IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates +// - 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 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates -IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates -IMGUI_API float GetWindowContentRegionWidth(); // +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 float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X -IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y -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 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. @@ -337,42 +400,49 @@ IMGUI_API void SetScrollFromPosY( float local_y, float center_y_ratio = // 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 ); +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 ); -IMGUI_API void PushStyleVar( ImGuiStyleVar idx, const ImVec2& val ); +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 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. -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 -IMGUI_API ImU32 GetColorU32( const ImVec4& col ); // retrieve given color with style alpha applied -IMGUI_API ImU32 GetColorU32( ImU32 col ); // retrieve given color with style alpha applied - -// Parameters stacks (current window) -IMGUI_API void PushItemWidth( float item_width ); // set 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 -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, -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 -1.0f 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 ); // word-wrapping 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(); -IMGUI_API void PushAllowKeyboardFocus( bool allow_keyboard_focus ); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets +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 style.IndentSpacing or indent_w if != 0 -IMGUI_API void Unindent( float indent_w = 0.0f ); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 +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) @@ -382,8 +452,8 @@ IMGUI_API void SetCursorPos( const ImVec2& local_pos ); 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 screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) -IMGUI_API void SetCursorScreenPos( const ImVec2& pos ); // cursor position in absolute screen coordinates [0..io.DisplaySize] +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) @@ -391,11 +461,15 @@ IMGUI_API float GetFrameHeight(); 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 for more details about how ID are handled in dear imgui. 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. -// - The resulting ID are hashes of the entire stack. +// 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 and used as an ID, +// - 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). @@ -407,8 +481,8 @@ 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 ); // simple formatted 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 ); @@ -423,68 +497,78 @@ IMGUI_API void BulletTextV( const char* fmt, va_list args ) // 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 ); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) +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( -1, 0 ), const char* overlay = NULL ); -IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses +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 new 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. +// - 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: Drags -// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. -// - 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 +// 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. -// - Use v_min > v_max to lock edits. -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", float power = 1.0f ); // 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", float power = 1.0f ); -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", float power = 1.0f ); -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", float power = 1.0f ); -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, float power = 1.0f ); -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" ); // 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" ); -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" ); -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" ); -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 ); -IMGUI_API bool DragScalar( const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f ); -IMGUI_API bool DragScalarN( const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f ); +// - 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: Sliders -// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. +// 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. -IMGUI_API bool SliderFloat( const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f ); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders -IMGUI_API bool SliderFloat2( const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f ); -IMGUI_API bool SliderFloat3( const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f ); -IMGUI_API bool SliderFloat4( const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f ); -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" ); -IMGUI_API bool SliderInt( const char* label, int* v, int v_min, int v_max, const char* format = "%d" ); -IMGUI_API bool SliderInt2( const char* label, int v[2], int v_min, int v_max, const char* format = "%d" ); -IMGUI_API bool SliderInt3( const char* label, int v[3], int v_min, int v_max, const char* format = "%d" ); -IMGUI_API bool SliderInt4( const char* label, int v[4], int v_min, int v_max, const char* format = "%d" ); -IMGUI_API bool SliderScalar( const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f ); -IMGUI_API bool SliderScalarN( const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f ); -IMGUI_API bool VSliderFloat( const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f ); -IMGUI_API bool VSliderInt( const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d" ); -IMGUI_API bool VSliderScalar( const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f ); +// - 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 a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h +// - 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 ); @@ -498,17 +582,17 @@ IMGUI_API bool InputInt2( const char* label, int v[2], ImGuiInputTextFl 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* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0 ); -IMGUI_API bool InputScalarN( const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, 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 colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) +// 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 colored square/button, hover for details, return true when pressed. +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 @@ -528,24 +612,28 @@ 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_open, ImGuiTreeNodeFlags flags = 0 ); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header +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. +// - 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 -// - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. +// - 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 ); -IMGUI_API bool ListBoxHeader( const char* label, const ImVec2& size = ImVec2( 0, 0 ) ); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. -IMGUI_API bool ListBoxHeader( const char* label, int items_count, int height_in_items = -1 ); // " -IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! // 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 ) ); @@ -559,43 +647,129 @@ 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 -IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. -IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! +// - 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. shortcuts are displayed for convenience but not processed by ImGui at the moment +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 -// 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 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. -IMGUI_API void OpenPopup( const char* str_id ); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). -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. only call EndPopup() if BeginPopup() returns true! -IMGUI_API bool BeginPopupContextItem( const char* str_id = NULL, int mouse_button = 1 ); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. 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, int mouse_button = 1, bool also_over_items = true ); // helper to open and begin popup when clicked on current window. -IMGUI_API bool BeginPopupContextVoid( const char* str_id = NULL, int mouse_button = 1 ); // helper to open and begin popup when clicked in void (where there are no imgui windows). -IMGUI_API bool BeginPopupModal( const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0 ); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) -IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! -IMGUI_API bool OpenPopupOnItemClick( const char* str_id = NULL, int mouse_button = 1 ); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. -IMGUI_API bool IsPopupOpen( const char* str_id ); // return true if the popup is open at the current begin-ed level of the popup stack. -IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. +// - 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. -// Columns +// 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 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 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 & 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. -// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) 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 @@ -606,11 +780,11 @@ IMGUI_API void SetColumnOffset( int column_index, float offset_x ); IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs -// [BETA API] API may evolve! 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. // Logging/Capture @@ -621,18 +795,30 @@ IMGUI_API void LogToClipboard( int auto_open_depth = -1 ); 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 -// [BETA API] API may evolve! -IMGUI_API bool BeginDragDropSource( ImGuiDragDropFlags flags = 0 ); // call when the current item is active. If 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. +// - 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(); @@ -641,18 +827,19 @@ IMGUI_API void PopClipRect(); 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 -// - Most of the functions are referring to the last/previous item we submitted. +// 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( int mouse_button = 0 ); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() +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? @@ -661,74 +848,102 @@ IMGUI_API ImVec2 GetItemRectMax(); 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. + +// Background/Foreground Draw Lists +IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents. +IMGUI_API ImDrawList* GetForegroundDrawList(); // 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 ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. -IMGUI_API ImDrawList* GetForegroundDrawList(); // 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 ImVec2 CalcTextSize( const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f ); -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 the ImGuiListClipper higher-level helper if you can. 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 -IMGUI_API int GetKeyIndex( ImGuiKey imgui_key ); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] -IMGUI_API bool IsKeyDown( int user_key_index ); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! -IMGUI_API bool IsKeyPressed( int user_key_index, bool repeat = true ); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate -IMGUI_API bool IsKeyReleased( int user_key_index ); // was key released (went from Down to !Down).. -IMGUI_API int GetKeyPressedAmount( int key_index, 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 bool IsMouseDown( int button ); // is mouse button held (0=left, 1=right, 2=middle) -IMGUI_API bool IsAnyMouseDown(); // is any mouse button held -IMGUI_API bool IsMouseClicked( int button, bool repeat = false ); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) -IMGUI_API bool IsMouseDoubleClicked( int button ); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. -IMGUI_API bool IsMouseReleased( int button ); // did mouse button released (went from Down to !Down) -IMGUI_API bool IsMouseDragging( int button = 0, float lock_threshold = -1.0f ); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold -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 -IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls -IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into -IMGUI_API ImVec2 GetMouseDragDelta( int 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( int 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 type ); // set desired cursor type -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. -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. +// 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 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. -// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) +// 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 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 +IMGUI_API void DebugTextEncoding( const char* text ); +IMGUI_API bool DebugCheckVersionAndDataLayout( const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx ); // This is called by IMGUI_CHECKVERSION() macro. + // Memory Allocators -// - All those functions are not reliant on the current context. -// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. -IMGUI_API void SetAllocatorFunctions( void* ( *alloc_func )( size_t sz, void* user_data ), void ( *free_func )( void* ptr, void* user_data ), void* user_data = NULL ); +// - 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 ); } // namespace ImGui //----------------------------------------------------------------------------- -// Flags & Enumerations +// [SECTION] Flags & Enumerations //----------------------------------------------------------------------------- // Flags for ImGui::Begin() @@ -740,7 +955,7 @@ enum ImGuiWindowFlags_ 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 + 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 @@ -754,22 +969,19 @@ enum ImGuiWindowFlags_ 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, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + 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_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] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) + 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() - - // [Obsolete] - //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() @@ -789,15 +1001,18 @@ enum ImGuiInputTextFlags_ 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_AlwaysInsertMode = 1 << 13, // Insert mode + 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) - // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data + 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 }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -805,7 +1020,7 @@ enum ImGuiTreeNodeFlags_ { ImGuiTreeNodeFlags_None = 0, ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected - ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) + 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) @@ -820,11 +1035,29 @@ enum ImGuiTreeNodeFlags_ 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_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog +}; - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] -#endif +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat +// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// 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. +// - 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 }; // Flags for ImGui::Selectable() @@ -872,24 +1105,174 @@ enum ImGuiTabBarFlags_ enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + 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_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) }; // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { ImGuiFocusedFlags_None = 0, - ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused - ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) - ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): 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 ImGui::GetIO().WantCaptureMouse instead. + 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() -// Note: 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! +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! // Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. enum ImGuiHoveredFlags_ { @@ -897,11 +1280,14 @@ enum ImGuiHoveredFlags_ 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_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window - //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. - ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window - ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled + 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_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse. ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows }; @@ -955,10 +1341,21 @@ enum ImGuiDir_ ImGuiDir_COUNT }; -// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array +// 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. +}; + +// Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87) +// Keys value >= 512 are named keys (>= 1.87) enum ImGuiKey_ { - ImGuiKey_Tab, + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, @@ -973,76 +1370,166 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_KeyPadEnter, - ImGuiKey_A, // for text edit CTRL+A: select all - ImGuiKey_C, // for text edit CTRL+C: copy - ImGuiKey_V, // for text edit CTRL+V: paste - ImGuiKey_X, // for text edit CTRL+X: cut - ImGuiKey_Y, // for text edit CTRL+Y: redo - ImGuiKey_Z, // for text edit CTRL+Z: undo - ImGuiKey_COUNT + 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 (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 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, + + // End of list + 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, +#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 io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). +#else + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0 // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). +#endif + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87 +#endif }; -// Gamepad/Keyboard directional navigation -// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. -// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: 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://goo.gl/9LgVZW. +// 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 ImGuiModFlags_ +{ + ImGuiModFlags_None = 0, + ImGuiModFlags_Ctrl = 1 << 0, + ImGuiModFlags_Shift = 1 << 1, + ImGuiModFlags_Alt = 1 << 2, // Menu + ImGuiModFlags_Super = 1 << 3 // Cmd/Super/Windows key +}; + +// Gamepad/Keyboard navigation +// Since >= 1.87 backends you generally don't need to care about this enum since io.NavInputs[] is setup automatically. This might become private/internal some day. +// 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_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_LStickLeft, // Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down ImGuiNavInput_LStickRight, // ImGuiNavInput_LStickUp, // ImGuiNavInput_LStickDown, // - ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) - ImGuiNavInput_FocusNext, // 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) + 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 io.KeysDown[] instead of io.NavInputs[]. - ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt - ImGuiNavInput_KeyTab_, // tab // = Tab key - ImGuiNavInput_KeyLeft_, // move left // = Arrow keys - ImGuiNavInput_KeyRight_, // move right - ImGuiNavInput_KeyUp_, // move up - ImGuiNavInput_KeyDown_, // move down - ImGuiNavInput_COUNT, - ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ + // 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 }; // 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.KeysDown[]. - ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end 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 binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + 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 back-end. - ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end 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_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. - // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + // 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. }; -// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. + 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. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1078,10 +1565,10 @@ enum ImGuiCol_ ImGuiCol_Separator, ImGuiCol_SeparatorHovered, ImGuiCol_SeparatorActive, - ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, - ImGuiCol_Tab, + ImGuiCol_Tab, // TabItem in a TabBar ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, @@ -1090,30 +1577,32 @@ enum ImGuiCol_ 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_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 - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] - , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] - //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. - //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. -#endif }; // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. -// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly. -// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +// - 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.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 @@ -1129,6 +1618,7 @@ enum ImGuiStyleVar_ 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 @@ -1137,12 +1627,19 @@ enum ImGuiStyleVar_ ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_COUNT +}; - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] - , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] -#endif +// 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 + + // [Internal] + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() @@ -1150,14 +1647,15 @@ 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 colored square. + 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 colored 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 colored square). + 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 colored square preview instead. + 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. @@ -1176,22 +1674,47 @@ enum ImGuiColorEditFlags_ // 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__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + 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 + 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] +}; + +// 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. +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. + + // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] + , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] #endif }; +// 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 +}; + // Enumeration for GetMouseCursor() -// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +// 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, @@ -1203,42 +1726,42 @@ enum ImGuiMouseCursor_ 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 - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] -#endif }; -// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), 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_Always = 1 << 0, // Set the variable - ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) + 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) }; //----------------------------------------------------------------------------- -// Helpers: Memory allocations macros -// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() -// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +// [SECTION] Helpers: Memory allocations macros, ImVector<> //----------------------------------------------------------------------------- -struct ImNewDummy {}; -inline void* operator new( size_t, ImNewDummy, void* ptr ) +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new( size_t, ImNewWrapper, void* ptr ) { return ptr; } -inline void operator delete( void*, ImNewDummy, 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(ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +#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 ) @@ -1249,14 +1772,17 @@ template void IM_DELETE( T* p ) } //----------------------------------------------------------------------------- -// Helper: ImVector<> +// ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). -// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. -// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. -// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, -// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- +IM_MSVC_RUNTIME_CHECKS_OFF template struct ImVector { @@ -1292,10 +1818,36 @@ struct ImVector { if( Data ) { - IM_FREE( Data ); + IM_FREE( Data ); // Important: does not destruct anything } } + inline void clear() + { + if( Data ) + { + Size = Capacity = 0; // Important: does not destruct anything + IM_FREE( Data ); + Data = NULL; + } + } + inline void clear_delete() + { + for( int n = 0; n < Size; n++ ) + { + IM_DELETE( Data[n] ); // Important: never called automatically! always explicit. + } + clear(); + } + inline void clear_destruct() + { + for( int n = 0; n < Size; n++ ) + { + Data[n].~T(); // Important: never called automatically! always explicit. + } + clear(); + } + inline bool empty() const { return Size == 0; @@ -1308,30 +1860,25 @@ struct ImVector { 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 < Size ); + IM_ASSERT( i >= 0 && i < Size ); return Data[i]; } inline const T& operator[]( int i ) const { - IM_ASSERT( i < Size ); + IM_ASSERT( i >= 0 && i < Size ); return Data[i]; } - inline void clear() - { - if( Data ) - { - Size = Capacity = 0; - IM_FREE( Data ); - Data = NULL; - } - } inline T* begin() { return Data; @@ -1406,6 +1953,11 @@ struct ImVector } Size = new_size; } + inline void shrink( int new_size ) + { + IM_ASSERT( new_size <= Size ); // Resize a vector to a smaller size, guaranteed not to cause a reallocation + Size = new_size; + } inline void reserve( int new_capacity ) { if( new_capacity <= Capacity ) @@ -1421,6 +1973,19 @@ struct ImVector 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 ) @@ -1458,10 +2023,10 @@ struct ImVector } inline T* erase( const T* it, const T* it_last ) { - IM_ASSERT( it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size ); + 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 - count ) * sizeof( T ) ); + memmove( Data + off, Data + off + count, ( ( size_t )Size - ( size_t )off - ( size_t )count ) * sizeof( T ) ); Size -= ( int )count; return Data + off; } @@ -1552,14 +2117,16 @@ struct ImVector } inline int index_from_ptr( const T* it ) const { - IM_ASSERT( it >= Data && it <= Data + Size ); + IM_ASSERT( it >= Data && it < Data + Size ); const ptrdiff_t off = it - Data; return ( int )off; } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- -// ImGuiStyle +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. @@ -1568,8 +2135,9 @@ struct ImVector 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. + 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. @@ -1583,6 +2151,7 @@ struct ImGuiStyle 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). @@ -1590,17 +2159,21 @@ struct ImGuiStyle 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 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 when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). - ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + 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). May be removed later. - bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. - bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + 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]; IMGUI_API ImGuiStyle(); @@ -1608,28 +2181,38 @@ struct ImGuiStyle }; //----------------------------------------------------------------------------- -// ImGuiIO +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- // Communicate most settings and inputs/outputs to Dear ImGui using this structure. // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- +// [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. +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 +}; + struct ImGuiIO { //------------------------------------------------------------------ - // Configuration (fill once) // Default value + // 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 back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. - ImVec2 DisplaySize; // // Main display size, in pixels. - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + 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. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + 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. - int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. 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. @@ -1641,24 +2224,26 @@ struct ImGuiIO 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. // 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 back-end 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 (was called io.OptMacOSXBehaviors prior to 1.63) - bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + 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 // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. - float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. + 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 back-end files are setting those up for you) + // (the imgui_impl_xxxx backend files are setting those up for you) //------------------------------------------------------------------ - // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + // 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 - void* BackendRendererUserData; // = NULL - void* BackendLanguageUserData; // = 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) @@ -1668,92 +2253,119 @@ struct ImGuiIO // 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 ( *ImeSetInputScreenPosFn )( int x, int y ); - void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. - + void ( *SetPlatformImeDataFn )( ImGuiViewport* viewport, ImGuiPlatformImeData* data ); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! - // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. - void ( *RenderDrawListsFn )( ImDrawData* data ); + void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. #else - // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. - void* RenderDrawListsFnUnused; + void* _UnusedPadding; // Unused field to keep data structure the same size. #endif //------------------------------------------------------------------ - // Input - Fill before calling NewFrame() + // Input - Call before calling NewFrame() //------------------------------------------------------------------ - 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. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). 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 back-ends. - bool KeyCtrl; // Keyboard modifier pressed: Control - bool KeyShift; // Keyboard modifier pressed: Shift - bool KeyAlt; // Keyboard modifier pressed: Alt - bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows - bool KeysDown[512]; // 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). - float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by 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 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 - // Functions - IMGUI_API void AddInputCharacter( unsigned int c ); // Queue new character input - IMGUI_API void AddInputCharactersUTF8( const char* str ); // Queue new characters input from an UTF-8 string - IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually + 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 ClearInputCharacters(); // [Internal] Clear the text input buffer manually + IMGUI_API void ClearInputKeys(); // [Internal] Release all keys //------------------------------------------------------------------ - // Output - Retrieve after calling NewFrame() + // 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; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, 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; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, 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 io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. 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: You need to clear io.WantSaveIniSettings yourself. - bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Application framerate estimation, 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. + 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(). +#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[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. +#endif //------------------------------------------------------------------ - // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ - 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 - bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? - bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. - bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click - 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 - float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) - float KeysDownDurationPrev[512]; // Previous duration the key has been down + // 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. + 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 + ImGuiModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), 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. + 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 + 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]; - ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. + 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(); }; //----------------------------------------------------------------------------- -// Misc data structures +// [SECTION] Misc data structures //----------------------------------------------------------------------------- // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. // The callback function should return 0 by default. // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows -// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. struct ImGuiInputTextCallbackData @@ -1780,6 +2392,15 @@ struct ImGuiInputTextCallbackData 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; @@ -1838,110 +2459,48 @@ struct ImGuiPayload } }; +// 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 ) ); + } +}; + //----------------------------------------------------------------------------- -// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) -// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) //----------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -namespace ImGui -{ -// OBSOLETED in 1.72 (from July 2019) -static inline void TreeAdvanceToLabelPos() -{ - SetCursorPosX( GetCursorPosX() + GetTreeNodeToLabelSpacing() ); -} -// OBSOLETED in 1.71 (from June 2019) -static inline void SetNextTreeNodeOpen( bool open, ImGuiCond cond = 0 ) -{ - SetNextItemOpen( open, cond ); -} -// OBSOLETED in 1.70 (from May 2019) -static inline float GetContentRegionAvailWidth() -{ - return GetContentRegionAvail().x; -} -// OBSOLETED in 1.69 (from Mar 2019) -static inline ImDrawList* GetOverlayDrawList() -{ - return GetForegroundDrawList(); -} -// OBSOLETED in 1.66 (from Sep 2018) -static inline void SetScrollHere( float center_ratio = 0.5f ) -{ - SetScrollHereY( center_ratio ); -} -// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) -static inline bool IsItemDeactivatedAfterChange() -{ - return IsItemDeactivatedAfterEdit(); -} -// OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) -IMGUI_API bool InputFloat( const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0 ); // Use the 'const char* format' version instead of 'decimal_precision'! -IMGUI_API bool InputFloat2( const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0 ); -IMGUI_API bool InputFloat3( const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0 ); -IMGUI_API bool InputFloat4( const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0 ); -// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) -static inline bool IsAnyWindowFocused() -{ - return IsWindowFocused( ImGuiFocusedFlags_AnyWindow ); -} -static inline bool IsAnyWindowHovered() -{ - return IsWindowHovered( ImGuiHoveredFlags_AnyWindow ); -} -static inline ImVec2 CalcItemRectClosestPoint( const ImVec2& pos, bool on_edge = false, float outward = 0.f ) -{ - IM_UNUSED( on_edge ); - IM_UNUSED( outward ); - IM_ASSERT( 0 ); - return pos; -} -// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) -static inline void ShowTestWindow() -{ - return ShowDemoWindow(); -} -static inline bool IsRootWindowFocused() -{ - return IsWindowFocused( ImGuiFocusedFlags_RootWindow ); -} -static inline bool IsRootWindowOrAnyChildFocused() -{ - return IsWindowFocused( ImGuiFocusedFlags_RootAndChildWindows ); -} -static inline void SetNextWindowContentWidth( float w ) -{ - SetNextWindowContentSize( ImVec2( w, 0.0f ) ); -} -static inline float GetItemsLineHeightWithSpacing() -{ - return GetFrameHeightWithSpacing(); -} -// OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) -IMGUI_API bool Begin( const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0 ); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. -static inline bool IsRootWindowOrAnyChildHovered() -{ - return IsWindowHovered( ImGuiHoveredFlags_RootAndChildWindows ); -} -static inline void AlignFirstTextHeightToWidgets() -{ - AlignTextToFramePadding(); -} -static inline void SetNextWindowPosCenter( ImGuiCond c = 0 ) -{ - ImGuiIO& io = GetIO(); - SetNextWindowPos( ImVec2( io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f ), c, ImVec2( 0.5f, 0.5f ) ); -} -} -typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent -typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 + #define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else + #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. #endif -//----------------------------------------------------------------------------- -// Helpers -//----------------------------------------------------------------------------- - // 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. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame @@ -2014,7 +2573,7 @@ struct ImGuiTextBuffer IMGUI_API static char EmptyString[1]; ImGuiTextBuffer() { } - inline char operator[]( int i ) + inline char operator[]( int i ) const { IM_ASSERT( Buf.Data != NULL ); return Buf.Data[i]; @@ -2031,7 +2590,7 @@ struct ImGuiTextBuffer { return Buf.Size ? Buf.Size - 1 : 0; } - bool empty() + bool empty() const { return Buf.Size <= 1; } @@ -2124,54 +2683,71 @@ struct ImGuiStorage }; // Helper: Manually clip large list of items. -// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all. +// If you have lots evenly spaced items and you have a 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. -// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) // Usage: -// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. -// while (clipper.Step()) -// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) -// ImGui::Text("line number %d", i); -// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). -// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. -// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) -// - Step 3: 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. +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { - float StartPosY; - float ItemsHeight; - int ItemsCount, StepNo, DisplayStart, DisplayEnd; + 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 -1 to ignore (you can call Begin later). 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_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(). - // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step(). - ImGuiListClipper( int items_count = -1, float items_height = -1.0f ) - { - Begin( items_count, items_height ); // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want). - } - ~ImGuiListClipper() - { - IM_ASSERT( ItemsCount == -1 ); // Assert if user forgot to call End() or Step() until false. - } + 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. - IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. - IMGUI_API void Begin( int items_count, float items_height = -1.0f ); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. - IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + // 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. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline ImGuiListClipper( int items_count, float items_height = -1.0f ) + { + memset( this, 0, sizeof( *this ) ); // [removed in 1.79] + ItemsCount = -1; + Begin( items_count, items_height ); + } +#endif }; -// Helpers macros to generate 32-bits encoded colors -#ifdef IMGUI_USE_BGRA_PACKED_COLOR - #define IM_COL32_R_SHIFT 16 - #define IM_COL32_G_SHIFT 8 - #define IM_COL32_B_SHIFT 0 - #define IM_COL32_A_SHIFT 24 - #define IM_COL32_A_MASK 0xFF000000 -#else - #define IM_COL32_R_SHIFT 0 - #define IM_COL32_G_SHIFT 8 - #define IM_COL32_B_SHIFT 16 - #define IM_COL32_A_SHIFT 24 - #define IM_COL32_A_MASK 0xFF000000 +// 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 + #define IM_COL32_B_SHIFT 0 + #define IM_COL32_A_SHIFT 24 + #define IM_COL32_A_MASK 0xFF000000 + #else + #define IM_COL32_R_SHIFT 0 + #define IM_COL32_G_SHIFT 8 + #define IM_COL32_B_SHIFT 16 + #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_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 ); @@ -2241,57 +2805,59 @@ struct ImColor }; //----------------------------------------------------------------------------- -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- -// Draw callbacks for advanced uses. +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX + #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, // you can poke into the draw list for that! Draw callback may be useful for example to: // A) Change your GPU render state, // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' -// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. #ifndef ImDrawCallback typedef void ( *ImDrawCallback )( const ImDrawList* parent_list, const ImDrawCmd* cmd ); #endif -// Special Draw callback value to request renderer back-end to reset the graphics/render state. -// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// 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) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' -// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { - unsigned int ElemCount; // 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[]. - ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates - ImTextureID TextureId; // 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; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. - unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. - ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. - void* UserCallbackData; // 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() { - ElemCount = 0; - TextureId = ( ImTextureID )NULL; - VtxOffset = IdxOffset = 0; - UserCallback = NULL; - UserCallbackData = NULL; + 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; } }; -// Vertex index -// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) -// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) -#ifndef ImDrawIdx - typedef unsigned short ImDrawIdx; -#endif - // Vertex layout #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert @@ -2308,15 +2874,24 @@ struct ImDrawVert IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif -// For use by ImDrawListSplitter. +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter struct ImDrawChannel { ImVector _CmdBuffer; ImVector _IdxBuffer; }; + // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. -// This is used by the Columns api, so items of each column can be batched together in a same draw call. +// 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) @@ -2325,7 +2900,7 @@ struct ImDrawListSplitter inline ImDrawListSplitter() { - Clear(); + memset( this, 0, sizeof( *this ) ); } inline ~ImDrawListSplitter() { @@ -2342,26 +2917,35 @@ struct ImDrawListSplitter IMGUI_API void SetCurrentChannel( ImDrawList* draw_list, int channel_idx ); }; -enum ImDrawCornerFlags_ +// 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_ { - ImDrawCornerFlags_None = 0, - ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 - ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 - ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 - ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 - ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 - ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC - ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA - ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience + 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, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) - ImDrawListFlags_AllowVtxOffset = 1 << 2 // 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 @@ -2370,7 +2954,8 @@ enum ImDrawListFlags_ // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. -// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) // 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 { @@ -2381,29 +2966,30 @@ struct ImDrawList 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 - unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. - unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. 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 - ImDrawListSplitter _Splitter; // [Internal] for channels api + 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; - _OwnerName = NULL; - Clear(); } + ~ImDrawList() { - ClearFreeMemory(); + _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 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 ); @@ -2420,22 +3006,30 @@ struct ImDrawList } // 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 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, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f ); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round - IMGUI_API void AddRectFilled( const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All ); // a: upper-left, b: lower-right (== upper-left + size) + 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 = 12, float thickness = 1.0f ); - IMGUI_API void AddCircleFilled( const ImVec2& center, float radius, ImU32 col, int num_segments = 12 ); + 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, bool closed, 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 AddBezierCurve( const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0 ); + 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. @@ -2443,9 +3037,10 @@ struct ImDrawList // - "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, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All ); + 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; @@ -2463,18 +3058,19 @@ struct ImDrawList } inline void PathFillConvex( ImU32 col ) { - AddConvexPolyFilled( _Path.Data, _Path.Size, col ); // Note: Anti-aliased filling requires points to be in clockwise order. + AddConvexPolyFilled( _Path.Data, _Path.Size, col ); _Path.Size = 0; } - inline void PathStroke( ImU32 col, bool closed, float thickness = 1.0f ) + inline void PathStroke( ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f ) { - AddPolyline( _Path.Data, _Path.Size, col, closed, thickness ); + 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 = 10 ); - 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 PathBezierCurveTo( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0 ); - IMGUI_API void PathRect( const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All ); + 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. @@ -2482,8 +3078,11 @@ struct ImDrawList 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 foreground primitives before background primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + // - 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 ); @@ -2497,11 +3096,11 @@ struct ImDrawList _Splitter.SetCurrentChannel( this, n ); } - // Internal helpers - // NB: all primitives needs to be reserved via PrimReserve() beforehand! - IMGUI_API void Clear(); - IMGUI_API void ClearFreeMemory(); + // 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 ); @@ -2520,11 +3119,32 @@ struct ImDrawList } inline void PrimVtx( const ImVec2& pos, const ImVec2& uv, ImU32 col ) { - PrimWriteIdx( ( ImDrawIdx )_VtxCurrentIdx ); + PrimWriteIdx( ( ImDrawIdx )_VtxCurrentIdx ); // Write vertex with unique index PrimWriteVtx( pos, uv, col ); } - IMGUI_API void UpdateClipRect(); - IMGUI_API void UpdateTextureID(); + +#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 ); }; // All draw data to render a Dear ImGui frame @@ -2533,37 +3153,29 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. 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 - ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) - ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + 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. // Functions ImDrawData() - { - Valid = false; - Clear(); - } - ~ImDrawData() { Clear(); } void Clear() { - Valid = false; // The ImDrawList are owned by ImGuiContext! - CmdLists = NULL; - CmdListsCount = TotalVtxCount = TotalIdxCount = 0; - DisplayPos = DisplaySize = FramebufferScale = ImVec2( 0.f, 0.f ); + 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. }; //----------------------------------------------------------------------------- -// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- struct ImFontConfig @@ -2573,8 +3185,8 @@ struct ImFontConfig 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. 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. We don't use sub-pixel positions on the Y axis. + 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. @@ -2582,7 +3194,7 @@ struct ImFontConfig 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 RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + 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. @@ -2593,9 +3205,13 @@ struct ImFontConfig 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 { - ImWchar Codepoint; // 0x0000..0xFFFF + 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 @@ -2613,19 +3229,19 @@ struct ImFontGlyphRangesBuilder } inline void Clear() { - int size_in_bytes = 0x10000 / 8; + 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( int n ) const + inline bool GetBit( size_t n ) const { - int off = ( n >> 5 ); // Get bit n in the array + int off = ( int )( n >> 5 ); // Get bit n in the array ImU32 mask = 1u << ( n & 31 ); return ( UsedChars[off] & mask ) != 0; } - inline void SetBit( int n ) + inline void SetBit( size_t n ) { - int off = ( n >> 5 ); // Set bit n in the array + int off = ( int )( n >> 5 ); // Set bit n in the array ImU32 mask = 1u << ( n & 31 ); UsedChars[off] |= mask; } @@ -2641,17 +3257,17 @@ struct ImFontGlyphRangesBuilder // See ImFontAtlas::AddCustomRectXXX functions. struct ImFontAtlasCustomRect { - unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. unsigned short Width, Height; // Input // Desired rectangle dimension unsigned short X, Y; // Output // Packed position in Atlas - float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset - ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + 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() { - ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; + GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2( 0, 0 ); Font = NULL; @@ -2662,11 +3278,13 @@ struct ImFontAtlasCustomRect } }; +// 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 + 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: @@ -2709,9 +3327,9 @@ struct ImFontAtlas 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() + bool IsBuilt() const { - return Fonts.Size > 0 && ( TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL ); + 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 ) { @@ -2727,7 +3345,7 @@ struct ImFontAtlas // 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 1946 Ideographs + 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 @@ -2739,37 +3357,38 @@ struct ImFontAtlas //------------------------------------------- // 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. - // 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 misc/fonts/README.txt for more details about using colorful icons. - IMGUI_API int AddCustomRectRegular( unsigned int id, int width, int height ); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList - IMGUI_API int AddCustomRectFontGlyph( ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2( 0, 0 ) ); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. - const ImFontAtlasCustomRect* GetCustomRectByIndex( int index ) const + // - 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 ) { - if( index < 0 ) - { - return NULL; - } + IM_ASSERT( index >= 0 ); return &CustomRects[index]; } // [Internal] - IMGUI_API void CalcCustomRectUV( const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max ); + 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 //------------------------------------------- - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. 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. + 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. // [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(). @@ -2778,13 +3397,20 @@ struct ImFontAtlas 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; // Internal data - int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ -#endif + // [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 @@ -2796,22 +3422,23 @@ struct ImFont float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) - // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) + // 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) - ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels // 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 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() - ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + 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) - bool DirtyLookupTables; // 1 // out // + 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(); @@ -2835,29 +3462,242 @@ struct ImFont // '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; + 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( ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x ); + 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 SetFallbackChar( ImWchar c ); + IMGUI_API void SetGlyphVisible( ImWchar c, bool visible ); + IMGUI_API bool IsGlyphRangeUnused( unsigned int c_begin, unsigned int c_last ); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// 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) +}; + +// - 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. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + 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) + + // Platform/Backend Dependent Data + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) + + ImGuiViewport() + { + memset( this, 0, sizeof( *this ) ); + } + + // 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 ); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Platform Dependent Interfaces +//----------------------------------------------------------------------------- + +// (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 + + ImGuiPlatformImeData() + { + memset( this, 0, sizeof( *this ) ); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +namespace ImGui +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +IMGUI_API int 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; +} +#endif +} #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+ -#endif +namespace ImGui +{ +// 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. +} +// 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 1.82 (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 ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022) +typedef int ImGuiKeyModFlags; +enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = ImGuiModFlags_None, ImGuiKeyModFlags_Ctrl = ImGuiModFlags_Ctrl, ImGuiKeyModFlags_Shift = ImGuiModFlags_Shift, ImGuiKeyModFlags_Alt = ImGuiModFlags_Alt, ImGuiKeyModFlags_Super = ImGuiModFlags_Super }; + +#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__) #pragma clang diagnostic pop #elif defined(__GNUC__) #pragma GCC diagnostic pop #endif +#ifdef _MSC_VER + #pragma warning (pop) +#endif + // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/neo/libs/imgui/imgui_demo.cpp b/neo/libs/imgui/imgui_demo.cpp index cff0a3d9..6e4c25c8 100644 --- a/neo/libs/imgui/imgui_demo.cpp +++ b/neo/libs/imgui/imgui_demo.cpp @@ -1,34 +1,46 @@ -// dear imgui, v1.73 +// dear imgui, v1.88 // (demo code) -// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: -// 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. +// 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. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for more details, documentation and comments. +// Get the latest version at https://github.com/ocornut/imgui + +// 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. // 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 an easy 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. -// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// 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. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. // Thank you, -// -Your beloved friend, imgui_demo.cpp (that you won't delete) +// -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 we use 'static' variables inside functions. A static variable persist 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. +// 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. -// The Demo code is this file is designed to be easy to copy-and-paste in into your application! +// 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:: namespace when calling functions, even though most of our code is already in the same namespace. +// - 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 it has been exposed in the public API (imgui.h). -// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS, -// 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 don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp. +// - 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 +// 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.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. /* @@ -36,6 +48,11 @@ Index of this file: // [SECTION] Forward Declarations, Helpers // [SECTION] Demo Window / ShowDemoWindow() +// - sub section: ShowDemoWindowWidgets() +// - sub section: ShowDemoWindowLayout() +// - sub section: ShowDemoWindowPopups() +// - sub section: ShowDemoWindowTables() +// - sub section: ShowDemoWindowMisc() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() @@ -46,8 +63,9 @@ Index of this file: // [SECTION] Example App: Long Text / ShowExampleAppLongText() // [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() // [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() -// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() -// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() @@ -58,6 +76,9 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes #include // toupper #include // INT_MIN, INT_MAX #include // sqrtf, powf, cosf, sinf, floorf, ceilf @@ -69,51 +90,84 @@ Index of this file: #include // intptr_t #endif +// Visual Studio warnings #ifdef _MSC_VER - #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#endif -#if defined(__clang__) - #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. - #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code) - #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' - #pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal - #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. - #pragma clang diagnostic ignored "-Wunused-macros" // warning : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. - #if __has_warning("-Wzero-as-null-pointer-constant") - #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 - #endif - #if __has_warning("-Wdouble-promotion") - #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. - #endif - #if __has_warning("-Wreserved-id-macro") - #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // - #endif -#elif defined(__GNUC__) - #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind - #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size - #pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure) - #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function - #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value - #pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. + #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). #endif -// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. +// Clang/GCC warnings with -Weverything +#if defined(__clang__) + #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 + #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 "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) + #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type + #pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal + #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. + #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. + #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 + #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 "-Wreserved-id-macro" // warning: macro name is a reserved identifier + #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) + #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind + #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size + #pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) + #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function + #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value + #pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) #ifdef _WIN32 #define IM_NEWLINE "\r\n" - #define snprintf _snprintf - #define vsnprintf _vsnprintf #else #define IM_NEWLINE "\n" #endif +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) + #define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) + #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" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL + #ifdef _MSC_VER + #define IMGUI_CDECL __cdecl + #else + #define IMGUI_CDECL + #endif +#endif + //----------------------------------------------------------------------------- // [SECTION] Forward Declarations, Helpers //----------------------------------------------------------------------------- -#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO - #define IMGUI_DISABLE_DEMO_WINDOWS -#endif - #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations @@ -127,12 +181,13 @@ static void ShowExampleAppLongText( 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 ShowExampleAppWindowTitles( bool* p_open ); static void ShowExampleAppCustomRendering( bool* p_open ); static void ShowExampleMenuFile(); // 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 misc/fonts/README.txt) +// 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( "(?)" ); @@ -146,36 +201,44 @@ static void HelpMarker( const char* desc ) } } +// Helper to wire demo markers located in code to a 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; +#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)." ); - if( io.ConfigWindowsMoveFromTitleBarOnly ) - { - ImGui::BulletText( "Click and drag on title bar to move window." ); - } - else - { - ImGui::BulletText( "Click and drag on any empty space to move window." ); - } - ImGui::BulletText( "TAB/SHIFT+TAB to cycle through keyboard editable fields." ); + 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( "Mouse Wheel to scroll." ); - ImGui::BulletText( "While editing text:\n" ); + ImGui::BulletText( "While inputing text:\n" ); ImGui::Indent(); - ImGui::BulletText( "Hold SHIFT or use mouse to select text." ); ImGui::BulletText( "CTRL+Left/Right to word jump." ); ImGui::BulletText( "CTRL+A or double-click to select all." ); - ImGui::BulletText( "CTRL+X,CTRL+C,CTRL+V to use clipboard." ); + 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::BulletText( "You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract." ); + 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(); } @@ -185,26 +248,33 @@ void ImGui::ShowUserGuide() // - ShowDemoWindowWidgets() // - ShowDemoWindowLayout() // - ShowDemoWindowPopups() +// - ShowDemoWindowTables() // - ShowDemoWindowColumns() // - ShowDemoWindowMisc() //----------------------------------------------------------------------------- -// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly) +// 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. +// 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 ) { - IM_ASSERT( ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!" ); // Exceptionally add an extra assert here for people confused with initial dear imgui setup + // 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_documents = false; static bool show_app_main_menu_bar = 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; @@ -213,17 +283,19 @@ void ImGui::ShowDemoWindow( bool* p_open ) 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_documents ) - { - ShowExampleAppDocuments( &show_app_documents ); - } if( show_app_main_menu_bar ) { ShowExampleAppMainMenuBar(); } + if( show_app_documents ) + { + ShowExampleAppDocuments( &show_app_documents ); + } + if( show_app_console ) { ShowExampleAppConsole( &show_app_console ); @@ -256,6 +328,10 @@ void ImGui::ShowDemoWindow( bool* p_open ) { ShowExampleAppSimpleOverlay( &show_app_simple_overlay ); } + if( show_app_fullscreen ) + { + ShowExampleAppFullscreen( &show_app_fullscreen ); + } if( show_app_window_titles ) { ShowExampleAppWindowTitles( &show_app_window_titles ); @@ -267,23 +343,33 @@ void ImGui::ShowDemoWindow( bool* p_open ) // Dear ImGui Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; - static bool show_app_style_editor = false; + static bool show_app_debug_log = false; + static bool show_app_stack_tool = false; static bool show_app_about = false; + static bool show_app_style_editor = false; if( show_app_metrics ) { ImGui::ShowMetricsWindow( &show_app_metrics ); } - if( show_app_style_editor ) + if( show_app_debug_log ) { - ImGui::Begin( "Style Editor", &show_app_style_editor ); - ImGui::ShowStyleEditor(); - ImGui::End(); + ImGui::ShowDebugLogWindow( &show_app_debug_log ); + } + 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; @@ -296,6 +382,7 @@ void ImGui::ShowDemoWindow( bool* p_open ) static bool no_nav = false; static bool no_background = false; static bool no_bring_to_front = false; + static bool unsaved_document = false; ImGuiWindowFlags window_flags = 0; if( no_titlebar ) @@ -334,13 +421,19 @@ void ImGui::ShowDemoWindow( bool* p_open ) { window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; } + 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. Typically this isn't required! We only do it to make the Demo applications a little more welcoming. - ImGui::SetNextWindowPos( ImVec2( 650, 20 ), ImGuiCond_FirstUseEver ); + // 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. @@ -351,20 +444,26 @@ void ImGui::ShowDemoWindow( bool* p_open ) return; } - // Most "big" widgets share a common width settings by default. - //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default) - ImGui::PushItemWidth( ImGui::GetFontSize() * -12 ); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size. + // 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 ); @@ -374,14 +473,24 @@ void ImGui::ShowDemoWindow( bool* p_open ) 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( "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::MenuItem( "Metrics", NULL, &show_app_metrics ); + 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( "Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools ); + ImGui::MenuItem( "Debug Log", NULL, &show_app_debug_log, has_debug_tools ); + ImGui::MenuItem( "Stack Tool", NULL, &show_app_stack_tool, has_debug_tools ); ImGui::MenuItem( "Style Editor", NULL, &show_app_style_editor ); ImGui::MenuItem( "About Dear ImGui", NULL, &show_app_about ); ImGui::EndMenu(); @@ -389,91 +498,123 @@ void ImGui::ShowDemoWindow( bool* p_open ) ImGui::EndMenuBar(); } - ImGui::Text( "dear imgui says hello. (%s)", IMGUI_VERSION ); + ImGui::Text( "dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM ); 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( "Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!" ); - ImGui::BulletText( "Please see the comments in imgui.cpp." ); - ImGui::BulletText( "Please see the examples/ application." ); - ImGui::BulletText( "Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls." ); - ImGui::BulletText( "Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls." ); + 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", ( unsigned int* )&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard ); - ImGui::CheckboxFlags( "io.ConfigFlags: NavEnableGamepad", ( unsigned int* )&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad ); + ImGui::CheckboxFlags( "io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard ); ImGui::SameLine(); - HelpMarker( "Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details." ); - ImGui::CheckboxFlags( "io.ConfigFlags: NavEnableSetMousePos", ( unsigned int* )&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos ); + 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", ( unsigned int* )&io.ConfigFlags, ImGuiConfigFlags_NoMouse ); - if( io.ConfigFlags & ImGuiConfigFlags_NoMouse ) // Create a way to restore this flag otherwise we could be stuck completely! + 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( ImGui::GetKeyIndex( ImGuiKey_Space ) ) ) + if( ImGui::IsKeyPressed( ImGuiKey_Space ) ) { io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; } } - ImGui::CheckboxFlags( "io.ConfigFlags: NoMouseCursorChange", ( unsigned int* )&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange ); + ImGui::CheckboxFlags( "io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange ); ImGui::SameLine(); - HelpMarker( "Instruct back-end to not alter mouse cursor shape and visibility." ); + HelpMarker( "Instruct backend to not alter mouse cursor shape and visibility." ); + 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( "Set to false to disable blinking cursor, for users who consider it distracting" ); + 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 for you. 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)." ); + 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 back-ends (imgui_impl_xxx files) to specify their capabilities." ); - ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags. - ImGui::CheckboxFlags( "io.BackendFlags: HasGamepad", ( unsigned int* )&backend_flags, ImGuiBackendFlags_HasGamepad ); - ImGui::CheckboxFlags( "io.BackendFlags: HasMouseCursors", ( unsigned int* )&backend_flags, ImGuiBackendFlags_HasMouseCursors ); - ImGui::CheckboxFlags( "io.BackendFlags: HasSetMousePos", ( unsigned int* )&backend_flags, ImGuiBackendFlags_HasSetMousePos ); - ImGui::CheckboxFlags( "io.BackendFlags: RendererHasVtxOffset", ( unsigned int* )&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset ); + 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: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset ); 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" ) ) { - ImGui::TextWrapped( "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." ); - HelpMarker( "Try opening any of the contents below in this window and then click one of the \"Log To\" button." ); + 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(); - ImGui::TextWrapped( "You can also call ImGui::LogText() to output directly to the log without a visual output." ); + + 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(); @@ -484,46 +625,67 @@ void ImGui::ShowDemoWindow( bool* p_open ) } } + IMGUI_DEMO_MARKER( "Window options" ); if( ImGui::CollapsingHeader( "Window options" ) ) { - ImGui::Checkbox( "No titlebar", &no_titlebar ); - ImGui::SameLine( 150 ); - ImGui::Checkbox( "No scrollbar", &no_scrollbar ); - ImGui::SameLine( 300 ); - ImGui::Checkbox( "No menu", &no_menu ); - ImGui::Checkbox( "No move", &no_move ); - ImGui::SameLine( 150 ); - ImGui::Checkbox( "No resize", &no_resize ); - ImGui::SameLine( 300 ); - ImGui::Checkbox( "No collapse", &no_collapse ); - ImGui::Checkbox( "No close", &no_close ); - ImGui::SameLine( 150 ); - ImGui::Checkbox( "No nav", &no_nav ); - ImGui::SameLine( 300 ); - ImGui::Checkbox( "No background", &no_background ); - ImGui::Checkbox( "No bring to front", &no_bring_to_front ); + 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( "Unsaved document", &unsaved_document ); + ImGui::EndTable(); + } } // All demo contents ShowDemoWindowWidgets(); ShowDemoWindowLayout(); ShowDemoWindowPopups(); - ShowDemoWindowColumns(); + ShowDemoWindowTables(); ShowDemoWindowMisc(); // 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" ) ) { @@ -535,9 +697,11 @@ static void ShowDemoWindowWidgets() 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(); @@ -546,6 +710,7 @@ static void ShowDemoWindowWidgets() 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 ) @@ -561,12 +726,15 @@ static void ShowDemoWindowWidgets() ImGui::PopID(); } - // Use AlignTextToFramePadding() to align text baseline to the baseline of framed elements (otherwise a Text+SameLine+Button sequence will have the text a little too high by default) + // 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 ); @@ -583,6 +751,7 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); ImGui::Text( "%d", counter ); + IMGUI_DEMO_MARKER( "Widgets/Basic/Tooltips" ); ImGui::Text( "Hover over me" ); if( ImGui::IsItemHovered() ) { @@ -601,32 +770,46 @@ static void ShowDemoWindowWidgets() } 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 complete BeginCombo()/EndCombo() api. - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + // 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( "Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n" ); + 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:\nHold 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\nPROGRAMMER:\nYou 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)." ); + 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 ); - ImGui::SameLine(); - HelpMarker( "You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n" ); static float f0 = 0.001f; ImGui::InputFloat( "input float", &f0, 0.01f, 1.0f, "%.3f" ); @@ -637,19 +820,25 @@ static void ShowDemoWindowWidgets() 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\".\n" ); + 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.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value." ); + 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%%" ); + 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 ); @@ -657,6 +846,7 @@ static void ShowDemoWindowWidgets() } { + IMGUI_DEMO_MARKER( "Widgets/Basic/SliderInt, SliderFloat" ); static int i1 = 0; ImGui::SliderInt( "slider int", &i1, -1, 3 ); ImGui::SameLine(); @@ -664,42 +854,50 @@ static void ShowDemoWindowWidgets() static float f1 = 0.123f, f2 = 0.0f; ImGui::SliderFloat( "slider float", &f1, 0.0f, 1.0f, "ratio = %.3f" ); - ImGui::SliderFloat( "slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f ); + 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 }; - const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; - static int current_element = Element_Fire; - const char* current_element_name = ( current_element >= 0 && current_element < Element_COUNT ) ? element_names[current_element] : "Unknown"; - ImGui::SliderInt( "slider enum", ¤t_element, 0, Element_COUNT - 1, current_element_name ); + 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 colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n" ); + 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 ); } { - // List box - const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; - static int listbox_item_current = 1; - ImGui::ListBox( "listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE( listbox_items ), 4 ); - - //static int listbox_item_current2 = 2; - //ImGui::SetNextItemWidth(-1); - //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + // 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(); @@ -711,14 +909,16 @@ static void ShowDemoWindowWidgets() // 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! + // 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 ); @@ -728,34 +928,46 @@ static void ShowDemoWindowWidgets() { ImGui::Text( "blah blah" ); ImGui::SameLine(); - if( ImGui::SmallButton( "button" ) ) {}; + 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.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open." ); + 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; - ImGui::CheckboxFlags( "ImGuiTreeNodeFlags_OpenOnArrow", ( unsigned int* )&base_flags, ImGuiTreeNodeFlags_OpenOnArrow ); - ImGui::CheckboxFlags( "ImGuiTreeNodeFlags_OpenOnDoubleClick", ( unsigned int* )&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick ); - ImGui::CheckboxFlags( "ImGuiTreeNodeFlags_SpanAvailWidth", ( unsigned int* )&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth ); - ImGui::CheckboxFlags( "ImGuiTreeNodeFlags_SpanFullWidth", ( unsigned int* )&base_flags, ImGuiTreeNodeFlags_SpanFullWidth ); - ImGui::Checkbox( "Align label with current X position)", &align_label_with_current_x_position ); + 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() ); } - static int selection_mask = ( 1 << 2 ); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit. - int node_clicked = -1; // 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. + // '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 and pass in Selected flag according to our selection state. + // 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 ) @@ -766,10 +978,16 @@ static void ShowDemoWindowWidgets() { // Items 0..2 are Tree Node bool node_open = ImGui::TreeNodeEx( ( void* )( intptr_t )i, node_flags, "Selectable Node %d", i ); - if( ImGui::IsItemClicked() ) + 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" ); @@ -779,24 +997,31 @@ static void ShowDemoWindowWidgets() 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(). + // 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() ) + 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. + // 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, this commented bit preserve selection when clicking on item that is part of the selection + 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 } @@ -810,6 +1035,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Collapsing Headers" ); if( ImGui::TreeNode( "Collapsing Headers" ) ) { static bool closable_group = true; @@ -837,6 +1063,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Bullets" ); if( ImGui::TreeNode( "Bullets" ) ) { ImGui::BulletText( "Bullet point 1" ); @@ -853,9 +1080,11 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Text" ); if( ImGui::TreeNode( "Text" ) ) { - if( ImGui::TreeNode( "Colored 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" ); @@ -866,45 +1095,61 @@ static void ShowDemoWindowWidgets() 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::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" ); - ImGui::Text( "Test paragraph 1:" ); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImGui::GetWindowDrawList()->AddRectFilled( ImVec2( pos.x + wrap_width, pos.y ), ImVec2( pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight() ), IM_COL32( 255, 0, 255, 255 ) ); - ImGui::PushTextWrapPos( ImGui::GetCursorPos().x + wrap_width ); - ImGui::Text( "The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width ); - ImGui::GetWindowDrawList()->AddRect( ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32( 255, 255, 0, 255 ) ); - ImGui::PopTextWrapPos(); + 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" ); + } - ImGui::Text( "Test paragraph 2:" ); - pos = ImGui::GetCursorScreenPos(); - ImGui::GetWindowDrawList()->AddRectFilled( ImVec2( pos.x + wrap_width, pos.y ), ImVec2( pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight() ), IM_COL32( 255, 0, 255, 255 ) ); - ImGui::PushTextWrapPos( ImGui::GetCursorPos().x + wrap_width ); - ImGui::Text( "aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh" ); - ImGui::GetWindowDrawList()->AddRect( ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32( 255, 255, 0, 255 ) ); - ImGui::PopTextWrapPos(); + // 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 Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.) + // (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. Visual Studio save your file 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.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details." ); + // - 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"; @@ -915,62 +1160,86 @@ static void ShowDemoWindowWidgets() 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!" ); + 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!" ); - // Here we are grabbing the font texture because that's the only one we have access to inside the demo code. - // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure. - // If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their 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.) - // 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. - // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this. - // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // 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(); - ImGui::Image( my_tex_id, ImVec2( my_tex_w, my_tex_h ), ImVec2( 0, 0 ), ImVec2( 1, 1 ), ImVec4( 1.0f, 1.0f, 1.0f, 1.0f ), ImVec4( 1.0f, 1.0f, 1.0f, 0.5f ) ); - if( ImGui::IsItemHovered() ) { - ImGui::BeginTooltip(); - float region_sz = 32.0f; - float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; - if( region_x < 0.0f ) + 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() ) { - region_x = 0.0f; + 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(); } - else if( region_x > my_tex_w - region_sz ) - { - region_x = my_tex_w - region_sz; - } - float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; - 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; - } - float zoom = 4.0f; - 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, ImVec4( 1.0f, 1.0f, 1.0f, 1.0f ), ImVec4( 1.0f, 1.0f, 1.0f, 0.5f ) ); - 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 - if( ImGui::ImageButton( my_tex_id, ImVec2( 32, 32 ), ImVec2( 0, 0 ), ImVec2( 32.0f / my_tex_w, 32 / my_tex_h ), frame_padding, ImVec4( 0.0f, 0.0f, 0.0f, 1.0f ) ) ) + 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; } @@ -982,78 +1251,140 @@ static void ShowDemoWindowWidgets() 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", ( unsigned int* )&flags, ImGuiComboFlags_PopupAlignLeft ); + 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", ( unsigned int* )&flags, ImGuiComboFlags_NoArrowButton ) ) + 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", ( unsigned int* )&flags, ImGuiComboFlags_NoPreview ) ) + if( ImGui::CheckboxFlags( "ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview ) ) { flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both } - // General BeginCombo() API, you have full control over your selection data and display type. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.) + // 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 const char* item_current = items[0]; // Here our selection is a single pointer stored outside the object. - if( ImGui::BeginCombo( "combo 1", item_current, flags ) ) // The second parameter is the label previewed before opening the combo. + 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++ ) { - bool is_selected = ( item_current == items[n] ); + const bool is_selected = ( item_current_idx == n ); if( ImGui::Selectable( items[n], is_selected ) ) { - item_current = items[n]; + item_current_idx = n; } + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if( is_selected ) { - ImGui::SetItemDefaultFocus(); // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch) + 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 FuncHolder + struct Funcs { - static bool ItemGetter( void* data, int idx, const char** out_str ) + static bool ItemGetter( void* data, int n, const char** out_str ) { - *out_str = ( ( const char** )data )[idx]; + *out_str = ( ( const char** )data )[n]; return true; } }; static int item_current_4 = 0; - ImGui::Combo( "combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE( items ) ); + 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 is returns true and you can alter selection state accordingly. + // - 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 a different manner (in flags within objects, as an external list, etc). + // 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( "3. I am not selectable" ); + 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 ) ) @@ -1062,6 +1393,7 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Selectables/Single Selection" ); if( ImGui::TreeNode( "Selection State: Single Selection" ) ) { static int selected = -1; @@ -1076,6 +1408,7 @@ static void ShowDemoWindowWidgets() } 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." ); @@ -1095,9 +1428,11 @@ static void ShowDemoWindowWidgets() } 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 and toggle your booleans automatically. + // 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 ); @@ -1110,59 +1445,99 @@ static void ShowDemoWindowWidgets() ImGui::Text( " 2,345 bytes" ); ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Selectables/In columns" ); if( ImGui::TreeNode( "In columns" ) ) { - ImGui::Columns( 3, NULL, false ); - static bool selected[16] = { 0 }; - for( int i = 0; i < 16; i++ ) + static bool selected[10] = {}; + + if( ImGui::BeginTable( "split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders ) ) { - char label[32]; - sprintf( label, "Item %d", i ); - if( ImGui::Selectable( label, &selected[i] ) ) {} - ImGui::NextColumn(); + 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::Columns( 1 ); ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Selectables/Grid" ); if( ImGui::TreeNode( "Grid" ) ) { - static bool selected[4 * 4] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true }; - for( int i = 0; i < 4 * 4; i++ ) + 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::PushID( i ); - if( ImGui::Selectable( "Sailor", &selected[i], 0, ImVec2( 50, 50 ) ) ) + 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++ ) { - // Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. The second part of each test is unnecessary. - int x = i % 4; - int y = i / 4; if( x > 0 ) { - selected[i - 1] ^= 1; + ImGui::SameLine(); } - if( x < 3 && i < 15 ) + ImGui::PushID( y * 4 + x ); + if( ImGui::Selectable( "Sailor", selected[y][x] != 0, 0, ImVec2( 50, 50 ) ) ) { - selected[i + 1] ^= 1; - } - if( y > 0 && i > 3 ) - { - selected[i - 4] ^= 1; - } - if( y < 3 && i < 12 ) - { - selected[i + 4] ^= 1; + // 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( ( i % 4 ) < 3 ) - { - ImGui::SameLine(); - } - ImGui::PopID(); + + if( winning_state ) + { + ImGui::PopStyleVar(); } ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Selectables/Alignment" ); if( ImGui::TreeNode( "Alignment" ) ) { - HelpMarker( "Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar()." ); + 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++ ) { @@ -1185,8 +1560,12 @@ static void ShowDemoWindowWidgets() 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 @@ -1204,28 +1583,20 @@ static void ShowDemoWindowWidgets() "\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)" ); - ImGui::CheckboxFlags( "ImGuiInputTextFlags_ReadOnly", ( unsigned int* )&flags, ImGuiInputTextFlags_ReadOnly ); - ImGui::CheckboxFlags( "ImGuiInputTextFlags_AllowTabInput", ( unsigned int* )&flags, ImGuiInputTextFlags_AllowTabInput ); - ImGui::CheckboxFlags( "ImGuiInputTextFlags_CtrlEnterForNewLine", ( unsigned int* )&flags, ImGuiInputTextFlags_CtrlEnterForNewLine ); + 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" ) ) { - 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 ); 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 ) ) @@ -1235,24 +1606,106 @@ static void ShowDemoWindowWidgets() 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::Text( "Password input" ); - static char bufpass[64] = "password123"; - ImGui::InputText( "password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank ); - ImGui::SameLine(); - HelpMarker( "Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n" ); - ImGui::InputTextWithHint( "password (w/ hint)", "", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank ); - ImGui::InputText( "password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank ); 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" ) ) { - // If you have a custom string type you would typically create a ImGui::InputText() wrapper than takes your type as input. - // See misc/cpp/imgui_stdlib.h and .cpp for an implementation of this using std::string. - HelpMarker( "Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string." ); + // 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 ) @@ -1267,8 +1720,8 @@ static void ShowDemoWindowWidgets() return 0; } - // Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files. - // For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str). + // 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 ); @@ -1277,7 +1730,8 @@ static void ShowDemoWindowWidgets() }; // 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. + // 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() ) { @@ -1291,26 +1745,200 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - // Plot/Graph widgets are currently fairly limited. - // Consider writing your own plotting widget, or using a third-party one (see "Wiki->Useful Widgets", or github.com/ocornut/imgui/issues/2747) - if( ImGui::TreeNode( "Plots Widgets" ) ) + // 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 ) ); - // Create a dummy 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] = { 0 }; + // 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 dummy data at fixed 60 hz rate for the demo + 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 ); @@ -1330,12 +1958,12 @@ static void ShowDemoWindowWidgets() 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 ) ); + ImGui::PlotLines( "Lines", values, IM_ARRAYSIZE( values ), values_offset, overlay, -1.0f, 1.0f, ImVec2( 0, 80.0f ) ); } - ImGui::PlotHistogram( "Histogram", arr, IM_ARRAYSIZE( arr ), 0, NULL, 0.0f, 1.0f, ImVec2( 0, 80 ) ); // 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. + // 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 ) @@ -1349,7 +1977,7 @@ static void ShowDemoWindowWidgets() }; static int func_type = 0, display_count = 70; ImGui::Separator(); - ImGui::SetNextItemWidth( 100 ); + ImGui::SetNextItemWidth( ImGui::GetFontSize() * 8 ); ImGui::Combo( "func", &func_type, "Sin\0Saw\0" ); ImGui::SameLine(); ImGui::SliderInt( "Sample count", &display_count, 1, 400 ); @@ -1359,6 +1987,7 @@ static void ShowDemoWindowWidgets() ImGui::Separator(); // Animate a simple progress bar + IMGUI_DEMO_MARKER( "Widgets/Plotting/ProgressBar" ); static float progress = 0.0f, progress_dir = 1.0f; if( animate ) { @@ -1381,13 +2010,14 @@ static void ShowDemoWindowWidgets() ImGui::SameLine( 0.0f, ImGui::GetStyle().ItemInnerSpacing.x ); ImGui::Text( "Progress Bar" ); - float progress_saturated = ( progress < 0.0f ) ? 0.0f : ( progress > 1.0f ) ? 1.0f : progress; + 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 ); @@ -1408,32 +2038,43 @@ static void ShowDemoWindowWidgets() 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 colored square to open a color picker.\nCTRL+click on individual component to input value.\n" ); + 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.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup." ); + 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 dummy default palette. The palette will persist and can be edited. + // Generate a default palette. The palette will persist and can be edited. static bool saved_palette_init = true; - static ImVec4 saved_palette[32] = { }; + 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 ); + 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; @@ -1472,13 +2113,15 @@ static void ShowDemoWindowWidgets() { ImGui::SameLine( 0.0f, ImGui::GetStyle().ItemSpacing.y ); } - if( ImGui::ColorButton( "##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2( 20, 20 ) ) ) + + 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 using ImGuiColorEditFlags_NoDragDrop) + // 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 ) ) @@ -1498,9 +2141,13 @@ static void ShowDemoWindowWidgets() ImGui::EndPopup(); } + IMGUI_DEMO_MARKER( "Widgets/Color/ColorButton (simple)" ); ImGui::Text( "Color button only:" ); - ImGui::ColorButton( "MyColor##3c", *( ImVec4* )&color, misc_flags, ImVec2( 80, 80 ) ); + 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; @@ -1524,10 +2171,12 @@ static void ShowDemoWindowWidgets() } 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" ); + 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( "User can right-click the picker to change mode." ); + HelpMarker( "When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode." ); ImGuiColorEditFlags flags = misc_flags; if( !alpha ) { @@ -1567,9 +2216,13 @@ static void ShowDemoWindowWidgets() } ImGui::ColorPicker4( "MyColor##4", ( float* )&color, flags, ref_color ? &ref_color_v.x : NULL ); - ImGui::Text( "Programmatically set defaults:" ); + ImGui::Text( "Set defaults in code:" ); ImGui::SameLine(); - HelpMarker( "SetColorEditOptions() is designed to allow you to set boot-time default.\nWe 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." ); + 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 ); @@ -1579,45 +2232,101 @@ static void ShowDemoWindowWidgets() 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_stored_as_hsv( 0.23f, 1.0f, 1.0f, 1.0f ); + 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." ); + 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_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float ); - ImGui::ColorEdit4( "HSV shown as HSV##1", ( float* )&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float ); - ImGui::DragFloat4( "Raw HSV values", ( float* )&color_stored_as_hsv, 0.01f, 0.0f, 1.0f ); + 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", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%" ); + 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" ) ) { - // The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and 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 address. + // 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: + // 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); // } - // Limits (as helper variables that we can take the address of) - // Note that the SliderScalar function has a maximum usable range of half the natural type maximum, hence the /2 below. + // 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; @@ -1648,49 +2357,62 @@ static void ShowDemoWindowWidgets() 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.\nYou can override the clamping limits by using CTRL+Click to input a value." ); + 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 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", 1.0f ); - ImGui::DragScalar( "drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f ); - ImGui::SameLine(); - HelpMarker( "You can use the 'power' parameter to increase tweaking precision on one side of the range." ); - ImGui::DragScalar( "drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f ); - ImGui::DragScalar( "drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f ); + 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, "%I64d" ); - ImGui::SliderScalar( "slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d" ); - ImGui::SliderScalar( "slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d" ); - ImGui::SliderScalar( "slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty, "%I64u ms" ); - ImGui::SliderScalar( "slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms" ); - ImGui::SliderScalar( "slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms" ); - ImGui::SliderScalar( "slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one ); - ImGui::SliderScalar( "slider float low^2", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", 2.0f ); - 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", 1.0f ); - ImGui::SliderScalar( "slider double low^2", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", 2.0f ); - ImGui::SliderScalar( "slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams", 1.0f ); + 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, "%" 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 ); @@ -1699,9 +2421,9 @@ static void ShowDemoWindowWidgets() 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 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", ImGuiInputTextFlags_CharsHexadecimal ); + 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 ); @@ -1710,6 +2432,7 @@ static void ShowDemoWindowWidgets() 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 }; @@ -1741,6 +2464,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Vertical Sliders" ); if( ImGui::TreeNode( "Vertical Sliders" ) ) { const float spacing = 4; @@ -1818,26 +2542,27 @@ static void ShowDemoWindowWidgets() 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 the demo in Color Picker -> Palette demo. - ImGui::BulletText( "Drag and drop in standard widgets" ); - ImGui::SameLine(); - HelpMarker( "You can drag from the colored squares." ); - ImGui::Indent(); + // 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::Unindent(); + ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Widgets/Drag and drop/Copy-swap items" ); + if( ImGui::TreeNode( "Drag and drop to copy/swap items" ) ) { - ImGui::BulletText( "Drag and drop to copy/swap items" ); - ImGui::Indent(); enum Mode { Mode_Copy, @@ -1859,7 +2584,12 @@ static void ShowDemoWindowWidgets() { mode = Mode_Swap; } - static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }; + 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 ); @@ -1872,10 +2602,14 @@ static void ShowDemoWindowWidgets() // Our buttons are both drag sources and drag targets here! if( ImGui::BeginDragDropSource( ImGuiDragDropFlags_None ) ) { - ImGui::SetDragDropPayload( "DND_DEMO_CELL", &n, sizeof( int ) ); // Set payload to carry the index of our item (could be anything) + // 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] ); // 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.) + ImGui::Text( "Copy %s", names[n] ); } if( mode == Mode_Move ) { @@ -1913,23 +2647,64 @@ static void ShowDemoWindowWidgets() } ImGui::PopID(); } - ImGui::Unindent(); + 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(); } - if( ImGui::TreeNode( "Querying Status (Active/Focused/Hovered etc.)" ) ) + IMGUI_DEMO_MARKER( "Widgets/Querying Item Status (Edited,Active,Hovered etc.)" ); + if( ImGui::TreeNode( "Querying Item Status (Edited/Active/Hovered etc.)" ) ) { - // Submit an item (various types available) so we can query their status in the following block. - static int item_type = 1; - ImGui::Combo( "Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0" ); + // 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." ); + 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 @@ -1958,35 +2733,57 @@ static void ShowDemoWindowWidgets() } if( item_type == 6 ) { - ret = ImGui::InputFloat( "ITEM: InputFloat", col4f, 1.0f ); // Testing +/- buttons on scalar input + ret = ImGui::InputTextMultiline( "ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE( str ) ); // Testing input text (which uses a child window) } if( item_type == 7 ) { - ret = ImGui::InputFloat3( "ITEM: InputFloat3", col4f ); // Testing multi-component items (IsItemXXX flags are reported merged) + ret = ImGui::InputFloat( "ITEM: InputFloat", col4f, 1.0f ); // Testing +/- buttons on scalar input } if( item_type == 8 ) { - ret = ImGui::ColorEdit4( "ITEM: ColorEdit4", col4f ); // Testing multi-component items (IsItemXXX flags are reported merged) + ret = ImGui::InputFloat3( "ITEM: InputFloat3", col4f ); // Testing multi-component items (IsItemXXX flags are reported merged) } if( item_type == 9 ) { - ret = ImGui::MenuItem( "ITEM: MenuItem" ); // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + ret = ImGui::ColorEdit4( "ITEM: ColorEdit4", col4f ); // Testing multi-component items (IsItemXXX flags are reported merged) } if( item_type == 10 ) { - ret = ImGui::TreeNodeEx( "ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen ); // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + 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" ); // Testing tree node + if( ret ) + { + ImGui::TreePop(); + } + } + 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 value of IsItemHovered() and other common item state functions. + // 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 + // 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" @@ -1994,6 +2791,7 @@ static void ShowDemoWindowWidgets() "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" @@ -2002,6 +2800,7 @@ static void ShowDemoWindowWidgets() "IsItemDeactivatedAfterEdit() = %d\n" "IsItemVisible() = %d\n" "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" "GetItemRectSize() = (%.1f, %.1f)", @@ -2011,6 +2810,7 @@ static void ShowDemoWindowWidgets() ImGui::IsItemHovered( ImGuiHoveredFlags_AllowWhenBlockedByPopup ), ImGui::IsItemHovered( ImGuiHoveredFlags_AllowWhenBlockedByActiveItem ), ImGui::IsItemHovered( ImGuiHoveredFlags_AllowWhenOverlapped ), + ImGui::IsItemHovered( ImGuiHoveredFlags_AllowWhenDisabled ), ImGui::IsItemHovered( ImGuiHoveredFlags_RectOnly ), ImGui::IsItemActive(), ImGui::IsItemEdited(), @@ -2019,50 +2819,77 @@ static void ShowDemoWindowWidgets() 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 additional testing)", &embed_all_inside_a_child_window ); + 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 ), true ); + ImGui::BeginChild( "outer_child", ImVec2( 0, ImGui::GetFontSize() * 20.0f ), true ); } // Testing IsWindowFocused() function with its various flags. - // Note that the ImGuiFocusedFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_AnyWindow) = %d\n", ImGui::IsWindowFocused(), ImGui::IsWindowFocused( ImGuiFocusedFlags_ChildWindows ), + ImGui::IsWindowFocused( ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy ), ImGui::IsWindowFocused( ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow ), + ImGui::IsWindowFocused( ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy ), ImGui::IsWindowFocused( ImGuiFocusedFlags_RootWindow ), + ImGui::IsWindowFocused( ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy ), ImGui::IsWindowFocused( ImGuiFocusedFlags_AnyWindow ) ); // Testing IsWindowHovered() function with its various flags. - // Note that the ImGuiHoveredFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowHovered() = %d\n" "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" - "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %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_RootWindow ), - ImGui::IsWindowHovered( ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup ), + ImGui::IsWindowHovered( ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy ), ImGui::IsWindowHovered( ImGuiHoveredFlags_RootWindow ), + ImGui::IsWindowHovered( ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy ), + ImGui::IsWindowHovered( ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup ), ImGui::IsWindowHovered( ImGuiHoveredFlags_AnyWindow ) ); ImGui::BeginChild( "child", ImVec2( 0, 50 ), true ); @@ -2073,11 +2900,8 @@ static void ShowDemoWindowWidgets() ImGui::EndChild(); } - static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above."; - ImGui::InputText( "dummy", dummy_str, IM_ARRAYSIZE( dummy_str ), ImGuiInputTextFlags_ReadOnly ); - // 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 (with BeginPopupContextItem) associated to the title bar of a window. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. static bool test_window = false; ImGui::Checkbox( "Hovered/Active tests after Begin() for title bar testing", &test_window ); if( test_window ) @@ -2100,15 +2924,33 @@ static void ShowDemoWindowWidgets() 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(); + } } static void ShowDemoWindowLayout() { - if( !ImGui::CollapsingHeader( "Layout" ) ) + 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." ); @@ -2117,27 +2959,17 @@ static void ShowDemoWindowLayout() ImGui::Checkbox( "Disable Mouse Wheel", &disable_mouse_wheel ); ImGui::Checkbox( "Disable Menu", &disable_menu ); - static int line = 50; - bool goto_line = ImGui::Button( "Goto" ); - ImGui::SameLine(); - ImGui::SetNextItemWidth( 100 ); - goto_line |= ImGui::InputInt( "##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue ); - // Child 1: no border, enable horizontal scrollbar { - ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | ( disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0 ); - ImGui::BeginChild( "Child1", ImVec2( ImGui::GetWindowContentRegionWidth() * 0.5f, 260 ), false, window_flags ); + 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 ); - if( goto_line && line == i ) - { - ImGui::SetScrollHereY(); - } - } - if( goto_line && line >= 100 ) - { - ImGui::SetScrollHereY(); } ImGui::EndChild(); } @@ -2146,9 +2978,17 @@ static void ShowDemoWindowLayout() // Child 2: rounded border { - ImGuiWindowFlags window_flags = ( disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0 ) | ( disable_menu ? 0 : ImGuiWindowFlags_MenuBar ); + 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( "Child2", ImVec2( 0, 260 ), true, window_flags ); + ImGui::BeginChild( "ChildR", ImVec2( 0, 260 ), true, window_flags ); if( !disable_menu && ImGui::BeginMenuBar() ) { if( ImGui::BeginMenu( "Menu" ) ) @@ -2158,13 +2998,16 @@ static void ShowDemoWindowLayout() } ImGui::EndMenuBar(); } - ImGui::Columns( 2 ); - for( int i = 0; i < 100; i++ ) + if( ImGui::BeginTable( "split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings ) ) { - char buf[32]; - sprintf( buf, "%03d", i ); - ImGui::Button( buf, ImVec2( -FLT_MIN, 0.0f ) ); - ImGui::NextColumn(); + 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(); @@ -2174,75 +3017,124 @@ static void ShowDemoWindowLayout() // Demonstrate a few extra things // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) - // - Using SetCursorPos() to position the child window (because the child window is an item from the POV of the 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 "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this. + // - 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. { - ImGui::SetCursorPosX( ImGui::GetCursorPosX() + 10 ); + 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( "blah", ImVec2( 200, 100 ), true, ImGuiWindowFlags_None ); + 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. - static float f = 0.0f; + // 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::SetNextItemWidth( 100 ); - ImGui::DragFloat( "float##1", &f ); - - ImGui::Text( "SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)" ); - ImGui::SameLine(); - HelpMarker( "Half of window width." ); - ImGui::SetNextItemWidth( ImGui::GetWindowWidth() * 0.5f ); - ImGui::DragFloat( "float##2", &f ); - - 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::SetNextItemWidth( ImGui::GetContentRegionAvail().x * 0.5f ); - ImGui::DragFloat( "float##3", &f ); + 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::SetNextItemWidth( -100 ); - ImGui::DragFloat( "float##4", &f ); + ImGui::PushItemWidth( -100 ); + ImGui::DragFloat( "float##2a", &f ); + if( show_indented_items ) + { + ImGui::Indent(); + ImGui::DragFloat( "float (indented)##2b", &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(-1)" ); + 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( -1 ); + ImGui::PushItemWidth( -FLT_MIN ); ImGui::DragFloat( "##float5a", &f ); - ImGui::DragFloat( "##float5b", &f ); - ImGui::DragFloat( "##float5c", &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" ); @@ -2270,6 +3162,7 @@ static void ShowDemoWindowLayout() 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" ); @@ -2282,6 +3175,7 @@ static void ShowDemoWindowLayout() 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(); @@ -2322,6 +3216,7 @@ static void ShowDemoWindowLayout() ImGui::PopItemWidth(); // Dummy + IMGUI_DEMO_MARKER( "Layout/Basic Horizontal Layout/Dummy" ); ImVec2 button_sz( 40, 40 ); ImGui::Button( "A", button_sz ); ImGui::SameLine(); @@ -2329,8 +3224,10 @@ static void ShowDemoWindowLayout() 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::Text( "Manually wrapping:" ); + // 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; @@ -2350,91 +3247,13 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } - if( ImGui::TreeNode( "Tabs" ) ) - { - 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(); - } - - 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", ( unsigned int* )&tab_bar_flags, ImGuiTabBarFlags_Reorderable ); - ImGui::CheckboxFlags( "ImGuiTabBarFlags_AutoSelectNewTabs", ( unsigned int* )&tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs ); - ImGui::CheckboxFlags( "ImGuiTabBarFlags_TabListPopupButton", ( unsigned int* )&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton ); - ImGui::CheckboxFlags( "ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", ( unsigned int* )&tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton ); - if( ( tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_ ) == 0 ) - { - tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; - } - if( ImGui::CheckboxFlags( "ImGuiTabBarFlags_FittingPolicyResizeDown", ( unsigned int* )&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown ) ) - { - tab_bar_flags &= ~( ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown ); - } - if( ImGui::CheckboxFlags( "ImGuiTabBarFlags_FittingPolicyScroll", ( unsigned int* )&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] ) ) - { - 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::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." ); + 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(); @@ -2468,105 +3287,166 @@ static void ShowDemoWindowLayout() ImGui::Button( "LEVERAGE\nBUZZWORD", size ); ImGui::SameLine(); - if( ImGui::ListBoxHeader( "List", size ) ) + if( ImGui::BeginListBox( "List", size ) ) { ImGui::Selectable( "Selected", true ); ImGui::Selectable( "Not Selected", false ); - ImGui::ListBoxFooter(); + ImGui::EndListBox(); } ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Layout/Text Baseline Alignment" ); if( ImGui::TreeNode( "Text Baseline Alignment" ) ) { - 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 fit in less vertical spaces than lines with normal widgets." ); - - 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::Button( "TEST##1" ); - ImGui::SameLine(); - ImGui::Text( "TEST" ); - ImGui::SameLine(); - ImGui::SmallButton( "TEST##2" ); - - ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets. - ImGui::Text( "Text aligned to Widget" ); - ImGui::SameLine(); - ImGui::Button( "Widget##1" ); - ImGui::SameLine(); - ImGui::Text( "Widget" ); - ImGui::SameLine(); - ImGui::SmallButton( "Widget##2" ); - ImGui::SameLine(); - ImGui::Button( "Widget##3" ); - - // Tree - const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button( "Button##1" ); - ImGui::SameLine( 0.0f, spacing ); - if( ImGui::TreeNode( "Node##1" ) ) { - for( int i = 0; i < 6; i++ ) - { - ImGui::BulletText( "Item %d..", i ); // Dummy tree data - } - ImGui::TreePop(); + 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::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). - bool node_open = ImGui::TreeNode( "Node##2" ); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. - ImGui::SameLine( 0.0f, spacing ); - ImGui::Button( "Button##2" ); - if( node_open ) + ImGui::Spacing(); + { - for( int i = 0; i < 6; i++ ) - { - ImGui::BulletText( "Item %d..", i ); // Dummy tree data - } - ImGui::TreePop(); + 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(); } - // Bullet - ImGui::Button( "Button##3" ); - ImGui::SameLine( 0.0f, spacing ); - ImGui::BulletText( "Bullet text" ); + ImGui::Spacing(); - ImGui::AlignTextToFramePadding(); - ImGui::BulletText( "Node" ); - ImGui::SameLine( 0.0f, spacing ); - ImGui::Button( "Button##4" ); + { + 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; @@ -2576,8 +3456,6 @@ static void ShowDemoWindowLayout() static float scroll_to_pos_px = 200.0f; ImGui::Checkbox( "Decoration", &enable_extra_decorations ); - ImGui::SameLine(); - HelpMarker( "We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars." ); ImGui::Checkbox( "Track", &enable_track ); ImGui::PushItemWidth( 100 ); @@ -2586,11 +3464,11 @@ static void ShowDemoWindowLayout() bool scroll_to_off = ImGui::Button( "Scroll Offset" ); ImGui::SameLine( 140 ); - scroll_to_off |= ImGui::DragFloat( "##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px" ); + 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, 9999, "X/Y = %.0f px" ); + 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 ) @@ -2615,8 +3493,9 @@ static void ShowDemoWindowLayout() const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; ImGui::TextUnformatted( names[i] ); - ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; - ImGui::BeginChild( ImGui::GetID( ( void* )( intptr_t )i ), ImVec2( child_w, 200.0f ), true, child_flags ); + 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" ); @@ -2630,16 +3509,19 @@ static void ShowDemoWindowLayout() { ImGui::SetScrollFromPosY( ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f ); } - for( int item = 0; item < 100; item++ ) + if( child_is_visible ) // Avoid calling SetScrollHereY when running with culled items { - if( enable_track && item == track_item ) + for( int item = 0; item < 100; 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 ); + 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(); @@ -2651,14 +3533,20 @@ static void ShowDemoWindowLayout() 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\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause 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." ); + 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 ); - ImGui::BeginChild( ImGui::GetID( ( void* )( intptr_t )i ), ImVec2( -100, child_height ), true, child_flags ); + 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 ); @@ -2667,18 +3555,24 @@ static void ShowDemoWindowLayout() { ImGui::SetScrollFromPosX( ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f ); } - for( int item = 0; item < 100; item++ ) + if( child_is_visible ) // Avoid calling SetScrollHereY when running with culled items { - if( enable_track && item == track_item ) + for( int item = 0; item < 100; 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 + 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 ); + } } - else - { - ImGui::Text( "Item %d", item ); - } - ImGui::SameLine(); } float scroll_x = ImGui::GetScrollX(); float scroll_max_x = ImGui::GetScrollMaxX(); @@ -2691,16 +3585,22 @@ static void ShowDemoWindowLayout() ImGui::PopID(); // Miscellaneous Horizontal Scrolling Demo - HelpMarker( "Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()." ); + 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 ) ); - ImGui::BeginChild( "scrolling", ImVec2( 0, ImGui::GetFrameHeightWithSpacing() * 7 + 30 ), true, ImGuiWindowFlags_HorizontalScrollbar ); + 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) + // 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++ ) { @@ -2743,7 +3643,9 @@ static void ShowDemoWindowLayout() ImGui::Text( "%.0f/%.0f", scroll_x, scroll_max_x ); if( scroll_x_delta != 0.0f ) { - ImGui::BeginChild( "scrolling" ); // 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) + // 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(); } @@ -2768,6 +3670,7 @@ static void ShowDemoWindowLayout() 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." ); @@ -2816,6 +3719,17 @@ static void ShowDemoWindowLayout() } 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++ ) { @@ -2855,28 +3769,79 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Layout/Clipping" ); if( ImGui::TreeNode( "Clipping" ) ) { - static ImVec2 size( 100, 100 ), offset( 50, 20 ); - ImGui::TextWrapped( "On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost." ); + 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)" ); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec4 clip_rect( pos.x, pos.y, pos.x + size.x, pos.y + size.y ); - ImGui::InvisibleButton( "##dummy", size ); - if( ImGui::IsItemActive() && ImGui::IsMouseDragging() ) + 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++ ) { - offset.x += ImGui::GetIO().MouseDelta.x; - offset.y += ImGui::GetIO().MouseDelta.y; + 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::GetWindowDrawList()->AddRectFilled( pos, ImVec2( pos.x + size.x, pos.y + size.y ), IM_COL32( 90, 90, 120, 255 ) ); - ImGui::GetWindowDrawList()->AddText( ImGui::GetFont(), ImGui::GetFontSize() * 2.0f, ImVec2( pos.x + offset.x, pos.y + offset.y ), IM_COL32( 255, 255, 255, 255 ), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect ); + ImGui::TreePop(); } } static void ShowDemoWindowPopups() { + IMGUI_DEMO_MARKER( "Popups" ); if( !ImGui::CollapsingHeader( "Popups & Modal windows" ) ) { return; @@ -2885,10 +3850,12 @@ static void ShowDemoWindowPopups() // 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. + // - 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(); @@ -2898,16 +3865,19 @@ static void ShowDemoWindowPopups() // 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." ); + 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) + // 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" ); @@ -2980,87 +3950,155 @@ static void ShowDemoWindowPopups() } // Call the more complete ShowExampleMenuFile which we use in various places of this demo - if( ImGui::Button( "File Menu.." ) ) + if( ImGui::Button( "With a menu.." ) ) { ImGui::OpenPopup( "my_file_popup" ); } - if( ImGui::BeginPopup( "my_file_popup" ) ) + if( ImGui::BeginPopup( "my_file_popup", ImGuiWindowFlags_MenuBar ) ) { - ShowExampleMenuFile(); + 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 (IsItemHovered() && IsMouseReleased(0)) - // OpenPopup(id); - // return BeginPopup(id); - // For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation. - static float value = 0.5f; - ImGui::Text( "Value = %.3f (<-- right-click here)", value ); - if( ImGui::BeginPopupContextItem( "item context menu" ) ) + // 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. { - if( ImGui::Selectable( "Set to zero" ) ) + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + for( int n = 0; n < 5; n++ ) { - value = 0.0f; + 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" ); + } } - if( ImGui::Selectable( "Set to PI" ) ) - { - value = 3.1415f; - } - ImGui::SetNextItemWidth( -1 ); - ImGui::DragFloat( "##Value", &value, 0.1f, 0.0f, 0.0f ); - ImGui::EndPopup(); } - // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the Begin call. - // So here we will make it that clicking on the text field with the right mouse button (1) will toggle the visibility of the popup above. - ImGui::Text( "(You can also right-click me to open the same popup as above.)" ); - ImGui::OpenPopupOnItemClick( "item context menu", 1 ); - - // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem(). - // BeginPopupContextItem() will use the last item ID as the popup ID. - // In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details) - 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() ) + // 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. { - ImGui::Text( "Edit name:" ); - ImGui::InputText( "##edit", name, IM_ARRAYSIZE( name ) ); - if( ImGui::Button( "Close" ) ) + 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" ) ) { - ImGui::CloseCurrentPopup(); + 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" ); } - ImGui::EndPopup(); } - ImGui::SameLine(); - ImGui::Text( "(<-- right-click here)" ); + + // 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 the window." ); + 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 dummy_i = 0; - //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0"); + //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 ) ); @@ -3090,7 +4128,7 @@ static void ShowDemoWindowPopups() { if( ImGui::BeginMenu( "File" ) ) { - if( ImGui::MenuItem( "Dummy menu item" ) ) {} + if( ImGui::MenuItem( "Some menu item" ) ) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -3108,10 +4146,11 @@ static void ShowDemoWindowPopups() 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 dummy_open = true; - if( ImGui::BeginPopupModal( "Stacked 2", &dummy_open ) ) + // 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" ) ) @@ -3131,45 +4170,2145 @@ static void ShowDemoWindowPopups() 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(); - // NB: 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(); } } -static void ShowDemoWindowColumns() +// 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) +namespace { - if( !ImGui::CollapsingHeader( "Columns" ) ) +// 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; +} + +// 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 ) ) ); +} + +static void PopStyleCompact() +{ + 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(); + } +} + +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" ); +} + +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 ); +} + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER( "Tables" ); + if( !ImGui::CollapsingHeader( "Tables & Columns" ) ) { return; } - ImGui::PushID( "Columns" ); + // 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 columns can use the full window width." ); + 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 == 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 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 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 ) ) + { + 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 ); // 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 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 ); +#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++ ) +#else + // 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(); + } +} + +// 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:" ); @@ -3223,6 +6362,7 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Columns (legacy API)/Borders" ); if( ImGui::TreeNode( "Borders" ) ) { // NB: Future columns API should allow automatic horizontal borders. @@ -3264,6 +6404,7 @@ static void ShowDemoWindowColumns() } // 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" ); @@ -3307,6 +6448,7 @@ static void ShowDemoWindowColumns() } // Word wrapping + IMGUI_DEMO_MARKER( "Columns (legacy API)/Word-wrapping" ); if( ImGui::TreeNode( "Word-wrapping" ) ) { ImGui::Columns( 2, "word-wrapping" ); @@ -3321,39 +6463,18 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - // Scrolling columns - /* - if (ImGui::TreeNode("Vertical Scrolling")) - { - ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y)); - ImGui::Columns(3); - ImGui::Text("ID"); ImGui::NextColumn(); - ImGui::Text("Name"); ImGui::NextColumn(); - ImGui::Text("Path"); ImGui::NextColumn(); - ImGui::Columns(1); - ImGui::Separator(); - ImGui::EndChild(); - ImGui::BeginChild("##scrollingregion", ImVec2(0, 60)); - ImGui::Columns(3); - for (int i = 0; i < 10; i++) - { - ImGui::Text("%04d", i); ImGui::NextColumn(); - ImGui::Text("Foobar"); ImGui::NextColumn(); - ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn(); - } - ImGui::Columns(1); - ImGui::EndChild(); - ImGui::TreePop(); - } - */ - + IMGUI_DEMO_MARKER( "Columns (legacy API)/Horizontal Scrolling" ); if( ImGui::TreeNode( "Horizontal Scrolling" ) ) { ImGui::SetNextWindowContentSize( ImVec2( 1500.0f, 0.0f ) ); - ImGui::BeginChild( "##ScrollingRegion", ImVec2( 0, ImGui::GetFontSize() * 20 ), false, ImGuiWindowFlags_HorizontalScrollbar ); + 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( ITEMS_COUNT ); // Also demonstrate using the clipper for large list + ImGuiListClipper clipper; + clipper.Begin( ITEMS_COUNT ); while( clipper.Step() ) { for( int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++ ) @@ -3368,6 +6489,7 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + IMGUI_DEMO_MARKER( "Columns (legacy API)/Tree" ); if( ImGui::TreeNode( "Tree" ) ) { ImGui::Columns( 2, "tree", true ); @@ -3406,15 +6528,17 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - if( disable_indent ) - { - ImGui::PopStyleVar(); - } - ImGui::PopID(); + ImGui::TreePop(); +} + +namespace ImGui +{ +extern ImGuiKeyData* GetKeyData( ImGuiKey key ); } static void ShowDemoWindowMisc() { + IMGUI_DEMO_MARKER( "Filtering" ); if( ImGui::CollapsingHeader( "Filtering" ) ) { // Helper class to easy setup a text filter. @@ -3434,19 +6558,28 @@ static void ShowDemoWindowMisc() } } + 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( "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 ); + IMGUI_DEMO_MARKER( "Inputs, Navigation & Focus/Output" ); + ImGui::SetNextItemOpen( true, ImGuiCond_Once ); + if( ImGui::TreeNode( "Output" ) ) + { + 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::TreePop(); + } - // Display Keyboard/Mouse state - if( ImGui::TreeNode( "Keyboard, Mouse & Navigation State" ) ) + // Display Mouse state + IMGUI_DEMO_MARKER( "Inputs, Navigation & Focus/Mouse State" ); + if( ImGui::TreeNode( "Mouse State" ) ) { if( ImGui::IsMousePosValid() ) { @@ -3457,50 +6590,96 @@ static void ShowDemoWindowMisc() 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 < IM_ARRAYSIZE( io.MouseDown ); i++ ) if( io.MouseDownDuration[i] >= 0.0f ) + 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 < IM_ARRAYSIZE( io.MouseDown ); i++ ) if( ImGui::IsMouseClicked( i ) ) + for( int i = 0; i < count; i++ ) if( ImGui::IsMouseClicked( i ) ) { ImGui::SameLine(); - ImGui::Text( "b%d", i ); - } - ImGui::Text( "Mouse dbl-clicked:" ); - for( int i = 0; i < IM_ARRAYSIZE( io.MouseDown ); i++ ) if( ImGui::IsMouseDoubleClicked( i ) ) - { - ImGui::SameLine(); - ImGui::Text( "b%d", i ); + ImGui::Text( "b%d (%d)", i, ImGui::GetMouseClickedCount( i ) ); } ImGui::Text( "Mouse released:" ); - for( int i = 0; i < IM_ARRAYSIZE( io.MouseDown ); i++ ) if( ImGui::IsMouseReleased( i ) ) + 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. +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs + { + static bool IsLegacyNativeDupe( ImGuiKey ) + { + return false; + } + }; + const ImGuiKey key_first = 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; + //ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } +#endif ImGui::Text( "Keys down:" ); - for( int i = 0; i < IM_ARRAYSIZE( io.KeysDown ); i++ ) if( io.KeysDownDuration[i] >= 0.0f ) + for( ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++ ) + { + if( funcs::IsLegacyNativeDupe( key ) ) + { + continue; + } + if( ImGui::IsKeyDown( key ) ) { ImGui::SameLine(); - ImGui::Text( "%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i] ); + ImGui::Text( "\"%s\" %d (%.02f secs)", ImGui::GetKeyName( key ), key, ImGui::GetKeyData( key )->DownDuration ); } + } ImGui::Text( "Keys pressed:" ); - for( int i = 0; i < IM_ARRAYSIZE( io.KeysDown ); i++ ) if( ImGui::IsKeyPressed( i ) ) + for( ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++ ) + { + if( funcs::IsLegacyNativeDupe( key ) ) + { + continue; + } + if( ImGui::IsKeyPressed( key ) ) { ImGui::SameLine(); - ImGui::Text( "%d (0x%X)", i, i ); + ImGui::Text( "\"%s\" %d", ImGui::GetKeyName( key ), key ); } - ImGui::Text( "Keys release:" ); - for( int i = 0; i < IM_ARRAYSIZE( io.KeysDown ); i++ ) if( ImGui::IsKeyReleased( i ) ) + } + 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( "%d (0x%X)", i, i ); + 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++ ) @@ -3509,12 +6688,11 @@ static void ShowDemoWindowMisc() ImGui::SameLine(); ImGui::Text( "\'%c\' (0x%04X)", ( c > ' ' && c <= 255 ) ? ( char )c : '?', c ); } - 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", i, io.NavInputs[i] ); + 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 ) @@ -3522,43 +6700,122 @@ static void ShowDemoWindowMisc() ImGui::SameLine(); ImGui::Text( "[%d]", i ); } - ImGui::Text( "NavInputs duration:" ); - for( int i = 0; i < IM_ARRAYSIZE( io.NavInputs ); i++ ) if( io.NavInputsDownDuration[i] >= 0.0f ) - { - ImGui::SameLine(); - ImGui::Text( "[%d] %.2f", i, io.NavInputsDownDuration[i] ); - } - ImGui::Button( "Hovering me sets the\nkeyboard capture flag" ); - if( ImGui::IsItemHovered() ) + // Draw an arbitrary US keyboard layout to visualize translated keys { - ImGui::CaptureKeyboardFromApp( true ); + 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 } + }; + + // 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. + ImGui::Dummy( ImVec2( board_max.x - board_min.x, board_max.y - board_min.y ) ); + if( ImGui::IsItemVisible() ) + { + 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::SameLine(); - ImGui::Button( "Holding me clears the\nthe keyboard capture flag" ); - if( ImGui::IsItemActive() ) + ImGui::TreePop(); + } + + if( ImGui::TreeNode( "Capture override" ) ) + { + 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 ); + + 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()", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp ); + ImGui::SetNextItemWidth( ImGui::GetFontSize() * 15 ); + ImGui::SliderInt( "SetNextFrameWantCaptureKeyboard()", &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( 256.0f, 192.0f ) ); // Dummy item + if( ImGui::IsItemHovered() && capture_override_mouse != -1 ) { - ImGui::CaptureKeyboardFromApp( false ); + ImGui::SetNextFrameWantCaptureMouse( capture_override_mouse == 1 ); + } + if( ImGui::IsItemHovered() && capture_override_keyboard != -1 ) + { + ImGui::SetNextFrameWantCaptureKeyboard( capture_override_keyboard == 1 ); } 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] = "dummy"; + 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("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets."); + 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" ); @@ -3599,6 +6856,8 @@ static void ShowDemoWindowMisc() { has_focus = 3; } + ImGui::SameLine(); + HelpMarker( "Item won't be cycled through when using TAB or Shift+Tab." ); ImGui::PopAllowKeyboardFocus(); if( has_focus ) @@ -3637,12 +6896,17 @@ static void ShowDemoWindowMisc() 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):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d", - button, ImGui::IsMouseDragging( button ), ImGui::IsMouseDragging( button, 0.0f ), ImGui::IsMouseDragging( button, 20.0f ) ); + { + 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() ) @@ -3650,31 +6914,40 @@ static void ShowDemoWindowMisc() 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() + // 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):\n w/ default threshold: (%.1f, %.1f),\n w/ zero threshold: (%.1f, %.1f)\nMouseDelta: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y, value_raw.x, value_raw.y, mouse_delta.x, mouse_delta.y ); + 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", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand" }; + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; IM_ASSERT( IM_ARRAYSIZE( mouse_cursors_names ) == ImGuiMouseCursor_COUNT ); - ImGui::Text( "Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()] ); + 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." ); + 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::IsItemFocused() ) + if( ImGui::IsItemHovered() ) { ImGui::SetMouseCursor( i ); } @@ -3696,6 +6969,7 @@ void ImGui::ShowAboutWindow( bool* p_open ) 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." ); @@ -3709,11 +6983,12 @@ void ImGui::ShowAboutWindow( bool* p_open ) ImGuiStyle& style = ImGui::GetStyle(); bool copy_to_clipboard = ImGui::Button( "Copy to clipboard" ); - ImGui::BeginChildFrame( ImGui::GetID( "cfginfos" ), ImVec2( 0, ImGui::GetTextLineHeightWithSpacing() * 18 ), ImGuiWindowFlags_NoMove ); + 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 the text appears without formatting when pasting to GitHub + 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 ); @@ -3723,6 +6998,9 @@ void ImGui::ShowAboutWindow( bool* p_open ) #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGui::Text( "define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS" ); #endif +#ifdef 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" ); #endif @@ -3732,11 +7010,17 @@ void ImGui::ShowAboutWindow( bool* p_open ) #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS ImGui::Text( "define: IMGUI_DISABLE_WIN32_FUNCTIONS" ); #endif -#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS - ImGui::Text( "define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS" ); +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text( "define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS" ); #endif -#ifdef IMGUI_DISABLE_MATH_FUNCTIONS - ImGui::Text( "define: IMGUI_DISABLE_MATH_FUNCTIONS" ); +#ifdef 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" ); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text( "define: IMGUI_DISABLE_FILE_FUNCTIONS" ); #endif #ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS ImGui::Text( "define: IMGUI_DISABLE_DEFAULT_ALLOCATORS" ); @@ -3759,6 +7043,9 @@ void ImGui::ShowAboutWindow( bool* p_open ) #ifdef _MSC_VER ImGui::Text( "define: _MSC_VER=%d", _MSC_VER ); #endif +#ifdef _MSVC_LANG + ImGui::Text( "define: _MSVC_LANG=%d", ( int )_MSVC_LANG ); +#endif #ifdef __MINGW32__ ImGui::Text( "define: __MINGW32__" ); #endif @@ -3819,9 +7106,9 @@ void ImGui::ShowAboutWindow( bool* p_open ) { ImGui::Text( "io.ConfigWindowsMoveFromTitleBarOnly" ); } - if( io.ConfigWindowsMemoryCompactTimer >= 0.0f ) + if( io.ConfigMemoryCompactTimer >= 0.0f ) { - ImGui::Text( "io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer ); + ImGui::Text( "io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer ); } ImGui::Text( "io.BackendFlags: 0x%08X", io.BackendFlags ); if( io.BackendFlags & ImGuiBackendFlags_HasGamepad ) @@ -3866,37 +7153,19 @@ void ImGui::ShowAboutWindow( bool* p_open ) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- -// - ShowStyleSelector() // - ShowFontSelector() +// - ShowStyleSelector() // - ShowStyleEditor() //----------------------------------------------------------------------------- -// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. -// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally. -bool ImGui::ShowStyleSelector( const char* label ) +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { - static int style_idx = -1; - if( ImGui::Combo( label, &style_idx, "Classic\0Dark\0Light\0" ) ) - { - switch( style_idx ) - { - case 0: - ImGui::StyleColorsClassic(); - break; - case 1: - ImGui::StyleColorsDark(); - break; - case 2: - ImGui::StyleColorsLight(); - break; - } - return true; - } - return false; +IMGUI_API void ShowFontAtlas( ImFontAtlas* atlas ); } // Demo helper function to select among loaded fonts. -// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. void ImGui::ShowFontSelector( const char* label ) { ImGuiIO& io = ImGui::GetIO(); @@ -3919,13 +7188,40 @@ void ImGui::ShowFontSelector( const char* label ) 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 documentation in misc/fonts/ for more details.\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. +// Here we use the simplified Combo() api that packs items into a single literal string. +// 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; +} + void ImGui::ShowStyleEditor( ImGuiStyle* ref ) { - // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to an internally stored reference) + 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; @@ -3949,32 +7245,32 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) } ImGui::ShowFontSelector( "Fonts##Selector" ); - // Simplified Settings + // 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 window_border = ( style.WindowBorderSize > 0.0f ); - if( ImGui::Checkbox( "WindowBorder", &window_border ) ) + bool border = ( style.WindowBorderSize > 0.0f ); + if( ImGui::Checkbox( "WindowBorder", &border ) ) { - style.WindowBorderSize = window_border ? 1.0f : 0.0f; + style.WindowBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); { - bool frame_border = ( style.FrameBorderSize > 0.0f ); - if( ImGui::Checkbox( "FrameBorder", &frame_border ) ) + bool border = ( style.FrameBorderSize > 0.0f ); + if( ImGui::Checkbox( "FrameBorder", &border ) ) { - style.FrameBorderSize = frame_border ? 1.0f : 0.0f; + style.FrameBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); { - bool popup_border = ( style.PopupBorderSize > 0.0f ); - if( ImGui::Checkbox( "PopupBorder", &popup_border ) ) + bool border = ( style.PopupBorderSize > 0.0f ); + if( ImGui::Checkbox( "PopupBorder", &border ) ) { - style.PopupBorderSize = popup_border ? 1.0f : 0.0f; + style.PopupBorderSize = border ? 1.0f : 0.0f; } } @@ -3989,7 +7285,9 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) style = *ref; } ImGui::SameLine(); - HelpMarker( "Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere." ); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere." ); ImGui::Separator(); @@ -4000,6 +7298,7 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) 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" ); @@ -4019,6 +7318,7 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) 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" ); @@ -4045,7 +7345,7 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) { static int output_dest = 0; static bool output_only_modified = true; - if( ImGui::Button( "Export Unsaved" ) ) + if( ImGui::Button( "Export" ) ) { if( output_dest == 0 ) { @@ -4061,9 +7361,8 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) 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::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(); } @@ -4077,13 +7376,25 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) filter.Draw( "Filter colors", ImGui::GetFontSize() * 16 ); static ImGuiColorEditFlags alpha_flags = 0; - ImGui::RadioButton( "Opaque", &alpha_flags, 0 ); + if( ImGui::RadioButton( "Opaque", alpha_flags == ImGuiColorEditFlags_None ) ) + { + alpha_flags = ImGuiColorEditFlags_None; + } ImGui::SameLine(); - ImGui::RadioButton( "Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview ); + if( ImGui::RadioButton( "Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview ) ) + { + alpha_flags = ImGuiColorEditFlags_AlphaPreview; + } ImGui::SameLine(); - ImGui::RadioButton( "Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf ); + if( ImGui::RadioButton( "Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf ) ) + { + alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; + } ImGui::SameLine(); - HelpMarker( "In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu." ); + 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 ); @@ -4098,8 +7409,9 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) 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 misc/fonts/README.txt about using icon fonts. It's really easy and super convenient! + // 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" ) ) { @@ -4125,99 +7437,25 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) { ImGuiIO& io = ImGui::GetIO(); ImFontAtlas* atlas = io.Fonts; - HelpMarker( "Read FAQ and misc/fonts/README.txt for details on font loading." ); - ImGui::PushItemWidth( 120 ); - for( int i = 0; i < atlas->Fonts.Size; i++ ) - { - ImFont* font = atlas->Fonts[i]; - ImGui::PushID( font ); - bool font_details_opened = ImGui::TreeNode( font, "Font %d: \"%s\"\n%.2f px, %d glyphs, %d file(s)", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount ); - ImGui::SameLine(); - if( ImGui::SmallButton( "Set as default" ) ) - { - io.FontDefault = font; - } - if( font_details_opened ) - { - ImGui::PushFont( font ); - ImGui::Text( "The quick brown fox jumps over the lazy dog" ); - ImGui::PopFont(); - ImGui::DragFloat( "Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f" ); // Scale only this font - ImGui::SameLine(); - HelpMarker( "Note than the default embedded font is NOT meant to be scaled.\n\nFont 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 should hopefully be rewritten in the future to make scaling more natural and automatic.)" ); - ImGui::InputFloat( "Font offset", &font->DisplayOffset.y, 1, 1, "%.0f" ); - ImGui::Text( "Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent ); - ImGui::Text( "Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar ); - ImGui::Text( "Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar ); - const float surface_sqrt = sqrtf( ( float )font->MetricsTotalSurface ); - ImGui::Text( "Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, ( int )surface_sqrt, ( int )surface_sqrt ); - for( int config_i = 0; config_i < font->ConfigDataCount; config_i++ ) - if( const ImFontConfig* cfg = &font->ConfigData[config_i] ) - { - ImGui::BulletText( "Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH ); - } - if( ImGui::TreeNode( "Glyphs", "Glyphs (%d)", font->Glyphs.Size ) ) - { - // Display all glyphs of the fonts in separate pages of 256 characters - for( int base = 0; base < 0x10000; base += 256 ) - { - int count = 0; - for( int n = 0; n < 256; n++ ) - { - count += font->FindGlyphNoFallback( ( ImWchar )( base + n ) ) ? 1 : 0; - } - if( count > 0 && ImGui::TreeNode( ( void* )( intptr_t )base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph" ) ) - { - float cell_size = font->FontSize * 1; - float cell_spacing = style.ItemSpacing.y; - ImVec2 base_pos = ImGui::GetCursorScreenPos(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - for( int n = 0; n < 256; n++ ) - { - 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, ImGui::GetColorU32( ImGuiCol_Text ), ( ImWchar )( base + n ) ); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string. - } - if( glyph && ImGui::IsMouseHoveringRect( cell_p1, cell_p2 ) ) - { - ImGui::BeginTooltip(); - ImGui::Text( "Codepoint: U+%04X", base + n ); - ImGui::Separator(); - ImGui::Text( "AdvanceX: %.1f", glyph->AdvanceX ); - ImGui::Text( "Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1 ); - ImGui::Text( "UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1 ); - ImGui::EndTooltip(); - } - } - ImGui::Dummy( ImVec2( ( cell_size + cell_spacing ) * 16, ( cell_size + cell_spacing ) * 16 ) ); - ImGui::TreePop(); - } - } - ImGui::TreePop(); - } - ImGui::TreePop(); - } - ImGui::PopID(); - } - if( ImGui::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 ); - ImGui::Image( atlas->TexID, ImVec2( ( float )atlas->TexWidth, ( float )atlas->TexHeight ), ImVec2( 0, 0 ), ImVec2( 1, 1 ), tint_col, border_col ); - ImGui::TreePop(); - } + HelpMarker( "Read FAQ and docs/FONTS.md for details on font loading." ); + ImGui::ShowFontAtlas( atlas ); - HelpMarker( "Those are old settings provided for convenience.\nHowever, 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." ); + // 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; - if( ImGui::DragFloat( "window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f" ) ) // scale only this window + 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, 0.3f, 2.0f, "%.2f" ); // scale everything + ImGui::DragFloat( "global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp ); // Scale everything ImGui::PopItemWidth(); ImGui::EndTabItem(); @@ -4228,14 +7466,65 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) 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( 100 ); - ImGui::DragFloat( "Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f ); + 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(); @@ -4256,7 +7545,7 @@ void ImGui::ShowStyleEditor( ImGuiStyle* ref ) // Demonstrate creating a "main" fullscreen menu bar and populating it. // Note the difference between BeginMainMenuBar() and BeginMenuBar(): -// - BeginMenuBar() = menu-bar inside current window we Begin()-ed into (the window needs the ImGuiWindowFlags_MenuBar flag) +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) // - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. static void ShowExampleAppMainMenuBar() { @@ -4281,10 +7570,12 @@ static void ShowExampleAppMainMenuBar() } } -// Note that shortcuts are currently provided for display only (future version will add flags to BeginMenu to process shortcuts) +// 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::MenuItem( "(dummy menu)", NULL, false, false ); + 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" ) ) @@ -4307,7 +7598,9 @@ static void ShowExampleMenuFile() } 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; @@ -4320,13 +7613,13 @@ static void ShowExampleMenuFile() ImGui::EndChild(); static float f = 0.5f; static int n = 0; - static bool b = true; ImGui::SliderFloat( "Value", &f, 0.0f, 1.0f ); ImGui::InputFloat( "Input", &f, 0.1f ); ImGui::Combo( "Combo", &n, "Yes\0No\0Maybe\0\0" ); - ImGui::Checkbox( "Check", &b ); ImGui::EndMenu(); } + + IMGUI_DEMO_MARKER( "Examples/Menu/Colors" ); if( ImGui::BeginMenu( "Colors" ) ) { float sz = ImGui::GetTextLineHeight(); @@ -4341,6 +7634,18 @@ static void ShowExampleMenuFile() } 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 ); @@ -4354,7 +7659,7 @@ static void ShowExampleMenuFile() //----------------------------------------------------------------------------- // Demonstrate creating a simple console window, with scrolling, filtering, completion and history. -// For the console example, here we are using a more C++ like approach of declaring a class to hold the data and the functions. +// 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]; @@ -4368,13 +7673,16 @@ struct ExampleAppConsole 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" ); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches. + Commands.push_back( "CLASSIFY" ); AutoScroll = true; ScrollToBottom = false; AddLog( "Welcome to Dear ImGui!" ); @@ -4389,38 +7697,39 @@ struct ExampleAppConsole } // Portable helpers - static int Stricmp( const char* str1, const char* str2 ) + static int Stricmp( const char* s1, const char* s2 ) { int d; - while( ( d = toupper( *str2 ) - toupper( *str1 ) ) == 0 && *str1 ) + while( ( d = toupper( *s2 ) - toupper( *s1 ) ) == 0 && *s1 ) { - str1++; - str2++; + s1++; + s2++; } return d; } - static int Strnicmp( const char* str1, const char* str2, int n ) + static int Strnicmp( const char* s1, const char* s2, int n ) { int d = 0; - while( n > 0 && ( d = toupper( *str2 ) - toupper( *str1 ) ) == 0 && *str1 ) + while( n > 0 && ( d = toupper( *s2 ) - toupper( *s1 ) ) == 0 && *s1 ) { - str1++; - str2++; + s1++; + s2++; n--; } return d; } - static char* Strdup( const char* str ) + static char* Strdup( const char* s ) { - size_t len = strlen( str ) + 1; + IM_ASSERT( s ); + size_t len = strlen( s ) + 1; void* buf = malloc( len ); IM_ASSERT( buf ); - return ( char* )memcpy( buf, ( const void* )str, len ); + return ( char* )memcpy( buf, ( const void* )s, len ); } - static void Strtrim( char* str ) + static void Strtrim( char* s ) { - char* str_end = str + strlen( str ); - while( str_end > str && str_end[-1] == ' ' ) + char* str_end = s + strlen( s ); + while( str_end > s && str_end[-1] == ' ' ) { str_end--; } *str_end = 0; @@ -4456,7 +7765,8 @@ struct ExampleAppConsole 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. + // 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() ) { @@ -4467,19 +7777,21 @@ struct ExampleAppConsole ImGui::EndPopup(); } - ImGui::TextWrapped( "This example implements a console with basic coloring, completion and history. A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc." ); - ImGui::TextWrapped( "Enter 'HELP' for help, press TAB to use text completion." ); + 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 Dummy Text" ) ) + 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 Dummy Error" ) ) + if( ImGui::SmallButton( "Add Debug Error" ) ) { AddLog( "[error] something went wrong" ); } @@ -4510,8 +7822,9 @@ struct ExampleAppConsole Filter.Draw( "Filter (\"incl,-excl\") (\"error\")", 180 ); ImGui::Separator(); - const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text - ImGui::BeginChild( "ScrollingRegion", ImVec2( 0, -footer_height_to_reserve ), false, ImGuiWindowFlags_HorizontalScrollbar ); // Leave room for 1 separator + 1 InputText + // 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" ) ) @@ -4521,17 +7834,30 @@ struct ExampleAppConsole 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. - // You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements. - // To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with: - // ImGuiListClipper clipper(Items.Size); - // while (clipper.Step()) + // 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++) - // However, note that you can not use 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 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 size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list. + // - 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 ) { @@ -4545,20 +7871,26 @@ struct ExampleAppConsole continue; } - // Normally you would store more information in your item (e.g. make Items[] an array of structure, store color/type etc.) - bool pop_color = false; + // 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]" ) ) { - ImGui::PushStyleColor( ImGuiCol_Text, ImVec4( 1.0f, 0.4f, 0.4f, 1.0f ) ); - pop_color = true; + color = ImVec4( 1.0f, 0.4f, 0.4f, 1.0f ); + has_color = true; } else if( strncmp( item, "# ", 2 ) == 0 ) { - ImGui::PushStyleColor( ImGuiCol_Text, ImVec4( 1.0f, 0.8f, 0.6f, 1.0f ) ); - pop_color = true; + 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( pop_color ) + if( has_color ) { ImGui::PopStyleColor(); } @@ -4580,7 +7912,8 @@ struct ExampleAppConsole // Command-line bool reclaim_focus = false; - if( ImGui::InputText( "Input", InputBuf, IM_ARRAYSIZE( InputBuf ), ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, ( void* )this ) ) + 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 ); @@ -4606,7 +7939,8 @@ struct ExampleAppConsole { 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. + // 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 ) @@ -4643,11 +7977,12 @@ struct ExampleAppConsole AddLog( "Unknown command: '%s'\n", command_line ); } - // On commad input, we scroll to bottom even if AutoScroll==false + // On command input, we scroll to bottom even if AutoScroll==false ScrollToBottom = true; } - static int TextEditCallbackStub( ImGuiInputTextCallbackData* data ) // In C++11 you are better off using lambdas for this sort of forwarding callbacks + // 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 ); @@ -4690,14 +8025,15 @@ struct ExampleAppConsole } else if( candidates.Size == 1 ) { - // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing + // 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" will complete to "CL" and display "CLEAR" and "CLASSIFY" + // 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( ;; ) { @@ -4790,8 +8126,8 @@ struct ExampleAppLog { ImGuiTextBuffer Buf; ImGuiTextFilter Filter; - ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines - bool AutoScroll; // Keep scrolling if already at the bottom + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. ExampleAppLog() { @@ -4866,8 +8202,8 @@ struct ExampleAppLog { // 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). + // 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]; @@ -4882,13 +8218,17 @@ struct ExampleAppLog { // 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, and B) items all being the same height, + // 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) + // 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() ) @@ -4924,15 +8264,18 @@ static void ShowExampleAppLog( bool* p_open ) // 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* categories[3] = { "info", "warn", "error" }; - const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + 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(), categories[counter % IM_ARRAYSIZE( categories )], ImGui::GetTime(), words[counter % IM_ARRAYSIZE( words )] ); + ImGui::GetFrameCount(), category, ImGui::GetTime(), word ); counter++; } } @@ -4952,6 +8295,7 @@ 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" ) ) @@ -4965,45 +8309,50 @@ static void ShowExampleAppLayout( bool* p_open ) ImGui::EndMenuBar(); } - // left + // Left static int selected = 0; - ImGui::BeginChild( "left pane", ImVec2( 150, 0 ), true ); - for( int i = 0; i < 100; i++ ) { - char label[128]; - sprintf( label, "MyObject %d", i ); - if( ImGui::Selectable( label, selected == i ) ) + ImGui::BeginChild( "left pane", ImVec2( 150, 0 ), true ); + for( int i = 0; i < 100; i++ ) { - selected = 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::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 ) ) + // Right { - if( ImGui::BeginTabItem( "Description" ) ) + 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 ) ) { - 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( "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(); } - 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::EndChild(); - if( ImGui::Button( "Revert" ) ) {} - ImGui::SameLine(); - if( ImGui::Button( "Save" ) ) {} - ImGui::EndGroup(); } ImGui::End(); } @@ -5012,6 +8361,57 @@ static void ShowExampleAppLayout( bool* p_open ) // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- +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(); +} + // Demonstrate create a simple property editor. static void ShowExampleAppPropertyEditor( bool* p_open ) { @@ -5021,67 +8421,25 @@ static void ShowExampleAppPropertyEditor( bool* 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.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API." ); + 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 ) ); - ImGui::Columns( 2 ); - ImGui::Separator(); - - struct funcs + if( ImGui::BeginTable( "split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable ) ) { - static void ShowDummyObject( const char* prefix, int uid ) + // Iterate placeholder objects (all the same data) + for( int obj_i = 0; obj_i < 4; obj_i++ ) { - ImGui::PushID( uid ); // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. - ImGui::AlignTextToFramePadding(); // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high. - bool node_open = ImGui::TreeNode( "Object", "%s_%u", prefix, uid ); - ImGui::NextColumn(); - ImGui::AlignTextToFramePadding(); - ImGui::Text( "my sailor is rich" ); - ImGui::NextColumn(); - if( node_open ) - { - static float dummy_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 ) - { - ShowDummyObject( "Child", 424242 ); - } - else - { - // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) - ImGui::AlignTextToFramePadding(); - ImGui::TreeNodeEx( "Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet, "Field_%d", i ); - ImGui::NextColumn(); - ImGui::SetNextItemWidth( -1 ); - if( i >= 5 ) - { - ImGui::InputFloat( "##value", &dummy_members[i], 1.0f ); - } - else - { - ImGui::DragFloat( "##value", &dummy_members[i], 0.01f ); - } - ImGui::NextColumn(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - ImGui::PopID(); + ShowPlaceholderObject( "Object", obj_i ); + //ImGui::Separator(); } - }; - - // Iterate dummy objects with dummy members (all the same data) - for( int obj_i = 0; obj_i < 3; obj_i++ ) - { - funcs::ShowDummyObject( "Object", obj_i ); + ImGui::EndTable(); } - - ImGui::Columns( 1 ); - ImGui::Separator(); ImGui::PopStyleVar(); ImGui::End(); } @@ -5099,12 +8457,16 @@ static void ShowExampleAppLongText( bool* 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()\0Multiple calls to Text(), clipped\0Multiple calls to Text(), not clipped (slow)\0" ); + 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" ) ) { @@ -5131,7 +8493,8 @@ static void ShowExampleAppLongText( bool* p_open ) { // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. ImGui::PushStyleVar( ImGuiStyleVar_ItemSpacing, ImVec2( 0, 0 ) ); - ImGuiListClipper clipper( lines ); + ImGuiListClipper clipper; + clipper.Begin( lines ); while( clipper.Step() ) for( int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++ ) { @@ -5166,9 +8529,13 @@ static void ShowExampleAppAutoResize( bool* p_open ) ImGui::End(); return; } + IMGUI_DEMO_MARKER( "Examples/Auto-resizing window" ); static int lines = 10; - ImGui::Text( "Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop." ); + 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++ ) { @@ -5184,11 +8551,12 @@ static void ShowExampleAppAutoResize( bool* p_open ) // Demonstrate creating a window with custom resize constraints. static void ShowExampleAppConstrainedResize( bool* p_open ) { - struct CustomConstraints // Helper functions to demonstrate programmatic constraints + struct CustomConstraints { + // Helper functions to demonstrate programmatic constraints static void Square( ImGuiSizeCallbackData* data ) { - data->DesiredSize.x = data->DesiredSize.y = ( data->DesiredSize.x > data->DesiredSize.y ? data->DesiredSize.x : data->DesiredSize.y ); + data->DesiredSize.x = data->DesiredSize.y = IM_MAX( data->DesiredSize.x, data->DesiredSize.y ); } static void Step( ImGuiSizeCallbackData* data ) { @@ -5197,6 +8565,17 @@ static void ShowExampleAppConstrainedResize( bool* p_open ) } }; + 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; @@ -5232,16 +8611,7 @@ static void ShowExampleAppConstrainedResize( bool* p_open ) ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; if( ImGui::Begin( "Example: Constrained Resize", p_open, flags ) ) { - const char* desc[] = - { - "Resize vertical only", - "Resize horizontal only", - "Width > 100, Height > 100", - "Width 400-500", - "Height 400-500", - "Custom: Always Square", - "Custom: Fixed Steps (100)", - }; + IMGUI_DEMO_MARKER( "Examples/Constrained Resizing window" ); if( ImGui::Button( "200x200" ) ) { ImGui::SetWindowSize( ImVec2( 200, 200 ) ); @@ -5257,7 +8627,7 @@ static void ShowExampleAppConstrainedResize( bool* p_open ) ImGui::SetWindowSize( ImVec2( 800, 200 ) ); } ImGui::SetNextItemWidth( 200 ); - ImGui::Combo( "Constraint", &type, desc, IM_ARRAYSIZE( desc ) ); + 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 ); @@ -5270,24 +8640,34 @@ static void ShowExampleAppConstrainedResize( bool* p_open ) } //----------------------------------------------------------------------------- -// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() //----------------------------------------------------------------------------- -// Demonstrate creating a simple static window with no decoration + a context-menu to choose which corner of the screen to use. +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. static void ShowExampleAppSimpleOverlay( bool* p_open ) { - const float DISTANCE = 10.0f; static int corner = 0; ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if( corner != -1 ) { - ImVec2 window_pos = ImVec2( ( corner & 1 ) ? io.DisplaySize.x - DISTANCE : DISTANCE, ( corner & 2 ) ? io.DisplaySize.y - DISTANCE : DISTANCE ); - ImVec2 window_pos_pivot = ImVec2( ( corner & 1 ) ? 1.0f : 0.0f, ( corner & 2 ) ? 1.0f : 0.0f ); + 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 ); + window_flags |= ImGuiWindowFlags_NoMove; } ImGui::SetNextWindowBgAlpha( 0.35f ); // Transparent background - if( ImGui::Begin( "Example: Simple overlay", p_open, ( corner != -1 ? ImGuiWindowFlags_NoMove : 0 ) | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav ) ) + 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() ) @@ -5330,24 +8710,67 @@ static void ShowExampleAppSimpleOverlay( bool* p_open ) ImGui::End(); } +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// 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_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(); +} + //----------------------------------------------------------------------------- // [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() //----------------------------------------------------------------------------- // Demonstrate using "##" and "###" in identifiers to manipulate ID generation. -// This apply to all regular items as well. Read FAQ section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." for details. +// This apply 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( 100, 100 ), ImGuiCond_FirstUseEver ); + 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( 100, 200 ), ImGuiCond_FirstUseEver ); + 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(); @@ -5355,7 +8778,7 @@ static void ShowExampleAppWindowTitles( bool* ) // 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( 100, 300 ), ImGuiCond_FirstUseEver ); + 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(); @@ -5373,62 +8796,111 @@ static void ShowExampleAppCustomRendering( bool* 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. - // 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! - ImDrawList* draw_list = ImGui::GetWindowDrawList(); + // 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" ) ) { - // Primitives 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, 72.0f, "%.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 ); - float x = p.x + 4.0f, y = p.y + 4.0f; - float spacing = 10.0f; - ImDrawCornerFlags corners_none = 0; - ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; - ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; + 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->AddCircle( ImVec2( x + sz * 0.5f, y + sz * 0.5f ), sz * 0.5f, col, 6, th ); - x += sz + spacing; // Hexagon - draw_list->AddCircle( ImVec2( x + sz * 0.5f, y + sz * 0.5f ), sz * 0.5f, col, 20, th ); + 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, corners_none, th ); + 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, 10.0f, corners_all, th ); + 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, 10.0f, corners_tl_br, th ); + 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 + 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 - draw_list->AddBezierCurve( 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 ), col, th ); + + // 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->AddCircleFilled( ImVec2( x + sz * 0.5f, y + sz * 0.5f ), sz * 0.5f, col, 6 ); - x += sz + spacing; // Hexagon - draw_list->AddCircleFilled( ImVec2( x + sz * 0.5f, y + sz * 0.5f ), sz * 0.5f, col, 32 ); + 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 @@ -5437,91 +8909,139 @@ static void ShowExampleAppCustomRendering( bool* p_open ) 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 + 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) + 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 ) * 9.8f, ( sz + spacing ) * 3 ) ); + + 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; - if( ImGui::Button( "Clear" ) ) - { - points.clear(); - } - if( points.Size >= 2 ) - { - ImGui::SameLine(); - if( ImGui::Button( "Undo" ) ) - { - points.pop_back(); - points.pop_back(); - } - } - ImGui::Text( "Left-click and drag to add lines,\nRight-click to undo" ); - // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered() - // But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos(). - // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max). - ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! - ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available - if( canvas_size.x < 50.0f ) - { - canvas_size.x = 50.0f; - } - if( canvas_size.y < 50.0f ) - { - canvas_size.y = 50.0f; - } - draw_list->AddRectFilledMultiColor( canvas_pos, ImVec2( canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y ), IM_COL32( 50, 50, 50, 255 ), IM_COL32( 50, 50, 60, 255 ), IM_COL32( 60, 60, 70, 255 ), IM_COL32( 50, 50, 60, 255 ) ); - draw_list->AddRect( canvas_pos, ImVec2( canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y ), IM_COL32( 255, 255, 255, 255 ) ); + 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." ); - bool adding_preview = false; - ImGui::InvisibleButton( "canvas", canvas_size ); - ImVec2 mouse_pos_in_canvas = ImVec2( ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y ); + // 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 ) { - adding_preview = true; - points.push_back( mouse_pos_in_canvas ); - if( !ImGui::IsMouseDown( 0 ) ) + points.back() = mouse_pos_in_canvas; + if( !ImGui::IsMouseDown( ImGuiMouseButton_Left ) ) { - adding_line = adding_preview = false; + adding_line = false; } } - if( ImGui::IsItemHovered() ) + + // 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 ) ) { - if( !adding_line && ImGui::IsMouseClicked( 0 ) ) + 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.push_back( mouse_pos_in_canvas ); - adding_line = true; + points.resize( points.size() - 2 ); } - if( ImGui::IsMouseClicked( 1 ) && !points.empty() ) + adding_line = false; + if( ImGui::MenuItem( "Remove one", NULL, false, points.Size > 0 ) ) { - adding_line = adding_preview = false; - points.pop_back(); - points.pop_back(); + 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 ) ); } } - draw_list->PushClipRect( canvas_pos, ImVec2( canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y ), true ); // clip lines within the canvas (if we resize it, etc.) - for( int i = 0; i < points.Size - 1; i += 2 ) + for( int n = 0; n < points.Size; n += 2 ) { - draw_list->AddLine( ImVec2( canvas_pos.x + points[i].x, canvas_pos.y + points[i].y ), ImVec2( canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y ), IM_COL32( 255, 255, 0, 255 ), 2.0f ); + 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(); - if( adding_preview ) - { - points.pop_back(); - } + ImGui::EndTabItem(); } @@ -5540,11 +9060,11 @@ static void ShowExampleAppCustomRendering( bool* p_open ) 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 ), 48, 10 + 4 ); + 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 ), 48, 10 ); + ImGui::GetForegroundDrawList()->AddCircle( window_center, window_size.y * 0.6f, IM_COL32( 0, 255, 0, 200 ), 0, 10 ); } ImGui::EndTabItem(); } @@ -5562,12 +9082,12 @@ static void ShowExampleAppCustomRendering( bool* p_open ) // Simplified structure to mimic a Document model struct MyDocument { - const char* Name; // Document title - bool Open; // Set when the document is open (in this demo, we keep an array of all available documents to simplify the demo) - 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 + 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 ) ) { @@ -5595,7 +9115,7 @@ struct MyDocument Dirty = false; } - // Display dummy contents for the Document + // Display placeholder contents for the Document static void DisplayContents( MyDocument* doc ) { ImGui::PushID( doc ); @@ -5654,10 +9174,11 @@ struct ExampleAppDocuments }; // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. -// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, as opposed -// to clicking on the regular tab closing button) and stops being submitted, it will take a frame for the tab bar to notice its absence. -// During this frame there will be a gap in the tab bar, and if the tab that has disappeared was the selected one, the tab bar -// will report no selected tab during the frame. This will effectively give the impression of a flicker for one frame. +// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, +// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for +// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has +// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively +// 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 ) @@ -5681,7 +9202,8 @@ void ShowExampleAppDocuments( bool* p_open ) static bool opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; - if( !ImGui::Begin( "Example: Documents", p_open, ImGuiWindowFlags_MenuBar ) ) + bool window_contents_visible = ImGui::Begin( "Example: Documents", p_open, ImGuiWindowFlags_MenuBar ); + if( !window_contents_visible ) { ImGui::End(); return; @@ -5741,6 +9263,16 @@ void ShowExampleAppDocuments( bool* p_open ) 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. + // Submit Tab Bar and Tabs { ImGuiTabBarFlags tab_bar_flags = ( opt_fitting_flags ) | ( opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0 ); @@ -5827,21 +9359,22 @@ void ShowExampleAppDocuments( bool* p_open ) { ImGui::OpenPopup( "Save?" ); } - if( ImGui::BeginPopupModal( "Save?" ) ) + if( ImGui::BeginPopupModal( "Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize ) ) { ImGui::Text( "Save change to the following items?" ); - ImGui::SetNextItemWidth( -1.0f ); - if( ImGui::ListBoxHeader( "##", close_queue_unsaved_documents, 6 ) ) + 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::ListBoxFooter(); + ImGui::EndChildFrame(); } - if( ImGui::Button( "Yes", ImVec2( 80, 0 ) ) ) + ImVec2 button_size( ImGui::GetFontSize() * 7.0f, 0.0f ); + if( ImGui::Button( "Yes", button_size ) ) { for( int n = 0; n < close_queue.Size; n++ ) { @@ -5855,7 +9388,7 @@ void ShowExampleAppDocuments( bool* p_open ) ImGui::CloseCurrentPopup(); } ImGui::SameLine(); - if( ImGui::Button( "No", ImVec2( 80, 0 ) ) ) + if( ImGui::Button( "No", button_size ) ) { for( int n = 0; n < close_queue.Size; n++ ) { @@ -5865,7 +9398,7 @@ void ShowExampleAppDocuments( bool* p_open ) ImGui::CloseCurrentPopup(); } ImGui::SameLine(); - if( ImGui::Button( "Cancel", ImVec2( 80, 0 ) ) ) + if( ImGui::Button( "Cancel", button_size ) ) { close_queue.clear(); ImGui::CloseCurrentPopup(); @@ -5887,3 +9420,5 @@ void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor( ImGuiStyle* ) {} #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/neo/libs/imgui/imgui_draw.cpp b/neo/libs/imgui/imgui_draw.cpp index 6649c4bb..d5e4aa96 100644 --- a/neo/libs/imgui/imgui_draw.cpp +++ b/neo/libs/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.88 // (drawing and font code) /* @@ -16,7 +16,7 @@ Index of this file: // [SECTION] ImFontAtlas glyph ranges helpers // [SECTION] ImFontGlyphRangesBuilder // [SECTION] ImFont -// [SECTION] Internal Render Helpers +// [SECTION] ImGui Internal Render Helpers // [SECTION] Decompression code // [SECTION] Default font data (ProggyClean.ttf) @@ -27,14 +27,20 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + #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(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) + #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 @@ -48,29 +54,32 @@ Index of this file: // 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: 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 // Clang/GCC warnings with -Weverything #if defined(__clang__) - #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. - #pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. - #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // - #if __has_warning("-Wzero-as-null-pointer-constant") - #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 + #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("-Wcomma") - #pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here // - #endif - #if __has_warning("-Wreserved-id-macro") - #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // - #endif - #if __has_warning("-Wdouble-promotion") - #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. + #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. + #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. + #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness + #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 + #pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here + #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 #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 @@ -81,7 +90,7 @@ Index of this file: #endif //------------------------------------------------------------------------- -// [SECTION] STB libraries implementation +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) //------------------------------------------------------------------------- // Compile time options: @@ -99,6 +108,9 @@ namespace IMGUI_STB_NAMESPACE #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration + #pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. + #pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. + #pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. #endif #if defined(__clang__) @@ -106,7 +118,7 @@ namespace IMGUI_STB_NAMESPACE #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wimplicit-fallthrough" - #pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // + #pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier #endif #if defined(__GNUC__) @@ -116,9 +128,9 @@ namespace IMGUI_STB_NAMESPACE #endif #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) - #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBRP_STATIC - #define STBRP_ASSERT(x) IM_ASSERT(x) + #define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_SORT ImQsort #define STB_RECT_PACK_IMPLEMENTATION #endif @@ -129,28 +141,30 @@ namespace IMGUI_STB_NAMESPACE #endif #endif -#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) - #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION - #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) - #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) - #define STBTT_assert(x) IM_ASSERT(x) - #define STBTT_fmod(x,y) ImFmod(x,y) - #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)ImFloorStd(x)) - #define STBTT_iceil(x) ((int)ImCeil(x)) - #define STBTT_STATIC - #define STB_TRUETYPE_IMPLEMENTATION - #else - #define STBTT_DEF extern +#ifdef IMGUI_ENABLE_STB_TRUETYPE + #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) + #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit + #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) + #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) + #define STBTT_assert(x) do { IM_ASSERT(x); } while(0) + #define STBTT_fmod(x,y) ImFmod(x,y) + #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_iceil(x) ((int)ImCeil(x)) + #define STBTT_STATIC + #define STB_TRUETYPE_IMPLEMENTATION + #else + #define STBTT_DEF extern + #endif + #ifdef IMGUI_STB_TRUETYPE_FILENAME + #include IMGUI_STB_TRUETYPE_FILENAME + #else + #include "imstb_truetype.h" + #endif #endif - #ifdef IMGUI_STB_TRUETYPE_FILENAME - #include IMGUI_STB_TRUETYPE_FILENAME - #else - #include "imstb_truetype.h" - #endif -#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE #if defined(__GNUC__) #pragma GCC diagnostic pop @@ -208,7 +222,7 @@ void ImGui::StyleColorsDark( ImGuiStyle* dst ) 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, 0.25f ); + 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 ); @@ -220,6 +234,11 @@ void ImGui::StyleColorsDark( ImGuiStyle* dst ) 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 ); @@ -235,7 +254,7 @@ void ImGui::StyleColorsClassic( ImGuiStyle* dst ) 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, 0.70f ); + 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 ); @@ -263,7 +282,7 @@ void ImGui::StyleColorsClassic( ImGuiStyle* dst ) 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, 0.16f ); + 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 ); @@ -275,6 +294,11 @@ void ImGui::StyleColorsClassic( ImGuiStyle* dst ) 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]; @@ -319,7 +343,7 @@ void ImGui::StyleColorsLight( ImGuiStyle* dst ) 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( 0.80f, 0.80f, 0.80f, 0.56f ); + 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 ); @@ -331,6 +355,11 @@ void ImGui::StyleColorsLight( ImGuiStyle* dst ) 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]; @@ -340,32 +369,50 @@ void ImGui::StyleColorsLight( ImGuiStyle* dst ) } //----------------------------------------------------------------------------- -// ImDrawList +// [SECTION] ImDrawList //----------------------------------------------------------------------------- ImDrawListSharedData::ImDrawListSharedData() { - Font = NULL; - FontSize = 0.0f; - CurveTessellationTol = 0.0f; - ClipRectFullscreen = ImVec4( -8192.0f, -8192.0f, +8192.0f, +8192.0f ); - InitialFlags = ImDrawListFlags_None; - - // Const data - for( int i = 0; i < IM_ARRAYSIZE( CircleVtx12 ); i++ ) + 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( CircleVtx12 ); - CircleVtx12[i] = ImVec2( ImCos( a ), ImSin( a ) ); + 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 ImDrawList::Clear() +void ImDrawListSharedData::SetCircleTessellationMaxError( float max_error ) { + 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 ) : 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 ) ); + CmdBuffer.resize( 0 ); IdxBuffer.resize( 0 ); VtxBuffer.resize( 0 ); - Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; - _VtxCurrentOffset = 0; + Flags = _Data->InitialFlags; + memset( &_CmdHeader, 0, sizeof( _CmdHeader ) ); _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; @@ -373,13 +420,16 @@ void ImDrawList::Clear() _TextureIdStack.resize( 0 ); _Path.resize( 0 ); _Splitter.Clear(); + CmdBuffer.push_back( ImDrawCmd() ); + _FringeScale = 1.0f; } -void ImDrawList::ClearFreeMemory() +void ImDrawList::_ClearFreeMemory() { CmdBuffer.clear(); IdxBuffer.clear(); VtxBuffer.clear(); + Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; @@ -399,94 +449,153 @@ ImDrawList* ImDrawList::CloneOutput() const return dst; } -// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds -#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen) -#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL) - void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; - draw_cmd.ClipRect = GetCurrentClipRect(); - draw_cmd.TextureId = GetCurrentTextureId(); - draw_cmd.VtxOffset = _VtxCurrentOffset; + 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; 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(); + } +} + void ImDrawList::AddCallback( ImDrawCallback callback, void* callback_data ) { - ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; - if( !current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL ) + 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(); - current_cmd = &CmdBuffer.back(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; } - current_cmd->UserCallback = callback; - current_cmd->UserCallbackData = callback_data; + curr_cmd->UserCallback = callback; + curr_cmd->UserCallbackData = callback_data; 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_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) + +// 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(); + } +} + // 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::UpdateClipRect() +void ImDrawList::_OnChangedClipRect() { // If current command is used with different settings we need to add a new command - const ImVec4 curr_clip_rect = GetCurrentClipRect(); - ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL; - if( !curr_cmd || ( curr_cmd->ElemCount != 0 && memcmp( &curr_cmd->ClipRect, &curr_clip_rect, sizeof( ImVec4 ) ) != 0 ) || curr_cmd->UserCallback != NULL ) + 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 = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; - if( curr_cmd->ElemCount == 0 && prev_cmd && memcmp( &prev_cmd->ClipRect, &curr_clip_rect, sizeof( ImVec4 ) ) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL ) + 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; } - else - { - curr_cmd->ClipRect = curr_clip_rect; - } + + curr_cmd->ClipRect = _CmdHeader.ClipRect; } -void ImDrawList::UpdateTextureID() +void ImDrawList::_OnChangedTextureID() { // If current command is used with different settings we need to add a new command - const ImTextureID curr_texture_id = GetCurrentTextureId(); - ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; - if( !curr_cmd || ( curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id ) || curr_cmd->UserCallback != NULL ) + 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 = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; - if( curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp( &prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof( ImVec4 ) ) == 0 && prev_cmd->UserCallback == NULL ) + 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; +} + +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; +} + +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 { - curr_cmd->TextureId = curr_texture_id; + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC( radius, _Data->CircleSegmentMaxError ); } } -#undef GetCurrentClipRect -#undef GetCurrentTextureId - // 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 && _ClipRectStack.Size ) + if( intersect_with_current_clip_rect ) { - ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size - 1]; + ImVec4 current = _CmdHeader.ClipRect; if( cr.x < current.x ) { cr.x = current.x; @@ -508,7 +617,8 @@ void ImDrawList::PushClipRect( ImVec2 cr_min, ImVec2 cr_max, bool intersect_with cr.w = ImMax( cr.y, cr.w ); _ClipRectStack.push_back( cr ); - UpdateClipRect(); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); } void ImDrawList::PushClipRectFullScreen() @@ -518,37 +628,43 @@ void ImDrawList::PushClipRectFullScreen() void ImDrawList::PopClipRect() { - IM_ASSERT( _ClipRectStack.Size > 0 ); _ClipRectStack.pop_back(); - UpdateClipRect(); + _CmdHeader.ClipRect = ( _ClipRectStack.Size == 0 ) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); } void ImDrawList::PushTextureID( ImTextureID texture_id ) { _TextureIdStack.push_back( texture_id ); - UpdateTextureID(); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); } void ImDrawList::PopTextureID() { - IM_ASSERT( _TextureIdStack.Size > 0 ); _TextureIdStack.pop_back(); - UpdateTextureID(); + _CmdHeader.TextureId = ( _TextureIdStack.Size == 0 ) ? ( ImTextureID )NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); } -// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// 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 ) ) { - _VtxCurrentOffset = VtxBuffer.Size; - _VtxCurrentIdx = 0; - AddDrawCmd(); + // 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 ); @@ -559,6 +675,17 @@ void ImDrawList::PrimReserve( int idx_count, int vtx_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 ); + + 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 ) { @@ -640,43 +767,56 @@ void ImDrawList::PrimQuadUV( const ImVec2& a, const ImVec2& b, const ImVec2& c, _IdxWritePtr += 6; } -// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. -// Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } -#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // 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, bool closed, float thickness ) +void ImDrawList::AddPolyline( const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness ) { if( points_count < 2 ) { return; } - const ImVec2 uv = _Data->TexUvWhitePixel; + 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 ); - int count = points_count; - if( !closed ) - { - count = points_count - 1; - } - - const bool thick_line = thickness > 1.0f; if( Flags & ImDrawListFlags_AntiAliasedLines ) { // Anti-aliased stroke - const float AA_SIZE = 1.0f; + const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; - const int idx_count = thick_line ? count * 18 : count * 12; - const int vtx_count = thick_line ? points_count * 4 : points_count * 3; + // 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 - ImVec2* temp_normals = ( ImVec2* )alloca( points_count * ( thick_line ? 5 : 3 ) * sizeof( ImVec2 ) ); //-V630 + // 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; @@ -691,91 +831,154 @@ void ImDrawList::AddPolyline( const ImVec2* points, const int points_count, ImU3 temp_normals[points_count - 1] = temp_normals[points_count - 2]; } - if( !thick_line ) + // 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] * AA_SIZE; - temp_points[1] = points[0] - temp_normals[0] * AA_SIZE; - temp_points[( points_count - 1 ) * 2 + 0] = points[points_count - 1] + temp_normals[points_count - 1] * AA_SIZE; - temp_points[( points_count - 1 ) * 2 + 1] = points[points_count - 1] - temp_normals[points_count - 1] * AA_SIZE; + 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; - for( int i1 = 0; i1 < count; i1++ ) + 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; - unsigned int idx2 = ( i1 + 1 ) == points_count ? _VtxCurrentIdx : idx1 + 3; + 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 *= AA_SIZE; - dm_y *= AA_SIZE; + 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 + // 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; - // Add indexes - _IdxWritePtr[0] = ( ImDrawIdx )( idx2 + 0 ); - _IdxWritePtr[1] = ( ImDrawIdx )( idx1 + 0 ); - _IdxWritePtr[2] = ( ImDrawIdx )( idx1 + 2 ); - _IdxWritePtr[3] = ( ImDrawIdx )( idx1 + 2 ); - _IdxWritePtr[4] = ( ImDrawIdx )( idx2 + 2 ); - _IdxWritePtr[5] = ( ImDrawIdx )( idx2 + 0 ); - _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; + 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( int i = 0; i < points_count; i++ ) + // Add vertexes for each point on the line + if( use_texture ) { - _VtxWritePtr[0].pos = points[i]; - _VtxWritePtr[0].uv = uv; - _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; - _VtxWritePtr[1].uv = uv; - _VtxWritePtr[1].col = col_trans; - _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; - _VtxWritePtr[2].uv = uv; - _VtxWritePtr[2].col = col_trans; - _VtxWritePtr += 3; + // 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_count - 1 ) * 4 + 0] = points[points_count - 1] + temp_normals[points_count - 1] * ( half_inner_thickness + AA_SIZE ); - temp_points[( points_count - 1 ) * 4 + 1] = points[points_count - 1] + temp_normals[points_count - 1] * ( half_inner_thickness ); - temp_points[( points_count - 1 ) * 4 + 2] = points[points_count - 1] - temp_normals[points_count - 1] * ( half_inner_thickness ); - temp_points[( points_count - 1 ) * 4 + 3] = points[points_count - 1] - temp_normals[points_count - 1] * ( 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; - for( int i1 = 0; i1 < count; i1++ ) + 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; - unsigned int idx2 = ( i1 + 1 ) == points_count ? _VtxCurrentIdx : idx1 + 4; + 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; @@ -786,7 +989,7 @@ void ImDrawList::AddPolyline( const ImVec2* points, const int points_count, ImU3 float dm_in_x = dm_x * half_inner_thickness; float dm_in_y = dm_y * half_inner_thickness; - // Add temporary vertexes + // 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; @@ -821,20 +1024,20 @@ void ImDrawList::AddPolyline( const ImVec2* points, const int points_count, ImU3 idx1 = idx2; } - // Add vertexes + // Add vertices for( int i = 0; i < points_count; i++ ) { _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; - _VtxWritePtr[0].uv = uv; + _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; - _VtxWritePtr[1].uv = uv; + _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; - _VtxWritePtr[2].uv = uv; + _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; - _VtxWritePtr[3].uv = uv; + _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; _VtxWritePtr += 4; } @@ -843,7 +1046,7 @@ void ImDrawList::AddPolyline( const ImVec2* points, const int points_count, ImU3 } else { - // Non Anti-aliased Stroke + // [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 ); @@ -862,19 +1065,19 @@ void ImDrawList::AddPolyline( const ImVec2* points, const int points_count, ImU3 _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; - _VtxWritePtr[0].uv = uv; + _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 = uv; + _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 = uv; + _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 = uv; + _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; @@ -890,7 +1093,8 @@ void ImDrawList::AddPolyline( const ImVec2* points, const int points_count, ImU3 } } -// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - 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 ) @@ -903,7 +1107,7 @@ void ImDrawList::AddConvexPolyFilled( const ImVec2* points, const int points_cou if( Flags & ImDrawListFlags_AntiAliasedFill ) { // Anti-aliased Fill - const float AA_SIZE = 1.0f; + 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 ); @@ -990,24 +1194,113 @@ void ImDrawList::AddConvexPolyFilled( const ImVec2* points, const int points_cou } } -void ImDrawList::PathArcToFast( const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12 ) +void ImDrawList::_PathArcToFastEx( const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step ) { - if( radius == 0.0f || a_min_of_12 > a_max_of_12 ) + if( radius < 0.5f ) { _Path.push_back( center ); return; } - _Path.reserve( _Path.Size + ( a_max_of_12 - a_min_of_12 + 1 ) ); - for( int a = a_min_of_12; a <= a_max_of_12; a++ ) + + // Calculate arc auto segment step size + if( a_step <= 0 ) { - const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE( _Data->CircleVtx12 )]; - _Path.push_back( ImVec2( center.x + c.x * radius, center.y + c.y * radius ) ); + 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::PathArcTo( const ImVec2& center, float radius, float a_min, float a_max, int num_segments ) +void ImDrawList::_PathArcToN( const ImVec2& center, float radius, float a_min, float a_max, int num_segments ) { - if( radius == 0.0f ) + if( radius < 0.5f ) { _Path.push_back( center ); return; @@ -1023,12 +1316,99 @@ void ImDrawList::PathArcTo( const ImVec2& center, float radius, float a_min, flo } } -static void PathBezierToCasteljau( ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level ) +// 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 < 0.5f ) + { + _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 < 0.5f ) + { + _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 )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 = 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 ); + } +} + +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 ); +} + +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 ); +} + +// 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 ); + 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 ) ) @@ -1037,48 +1417,116 @@ static void PathBezierToCasteljau( ImVector* path, float x1, float y1, f } 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 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; - - PathBezierToCasteljau( path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1 ); - PathBezierToCasteljau( path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1 ); + 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 ); } } -void ImDrawList::PathBezierCurveTo( const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments ) +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 ); + } +} + +void ImDrawList::PathBezierCubicCurveTo( const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments ) { ImVec2 p1 = _Path.back(); if( num_segments == 0 ) { - // Auto-tessellated - PathBezierToCasteljau( &_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 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++ ) { - float t = t_step * i_step; - 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; - _Path.push_back( 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 ) ); + _Path.push_back( ImBezierCubicCalc( p1, p2, p3, p4, t_step * i_step ) ); } } } -void ImDrawList::PathRect( const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners ) +void ImDrawList::PathBezierQuadraticCurveTo( const ImVec2& p2, const ImVec2& p3, int num_segments ) { - rounding = ImMin( rounding, ImFabs( b.x - a.x ) * ( ( ( rounding_corners & ImDrawCornerFlags_Top ) == ImDrawCornerFlags_Top ) || ( ( rounding_corners & ImDrawCornerFlags_Bot ) == ImDrawCornerFlags_Bot ) ? 0.5f : 1.0f ) - 1.0f ); - rounding = ImMin( rounding, ImFabs( b.y - a.y ) * ( ( ( rounding_corners & ImDrawCornerFlags_Left ) == ImDrawCornerFlags_Left ) || ( ( rounding_corners & ImDrawCornerFlags_Right ) == ImDrawCornerFlags_Right ) ? 0.5f : 1.0f ) - 1.0f ); + 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 ) ); + } + } +} - if( rounding <= 0.0f || rounding_corners == 0 ) +IM_STATIC_ASSERT( ImDrawFlags_RoundCornersTopLeft == ( 1 << 4 ) ); +static inline ImDrawFlags FixRectCornerFlags( ImDrawFlags flags ) +{ +#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' +#endif + + // 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; + } + + 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 < 0.5f || ( flags & ImDrawFlags_RoundCornersMask_ ) == ImDrawFlags_RoundCornersNone ) { PathLineTo( a ); PathLineTo( ImVec2( b.x, a.y ) ); @@ -1087,10 +1535,10 @@ void ImDrawList::PathRect( const ImVec2& a, const ImVec2& b, float rounding, ImD } else { - const float rounding_tl = ( rounding_corners & ImDrawCornerFlags_TopLeft ) ? rounding : 0.0f; - const float rounding_tr = ( rounding_corners & ImDrawCornerFlags_TopRight ) ? rounding : 0.0f; - const float rounding_br = ( rounding_corners & ImDrawCornerFlags_BotRight ) ? rounding : 0.0f; - const float rounding_bl = ( rounding_corners & ImDrawCornerFlags_BotLeft ) ? rounding : 0.0f; + 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 ); @@ -1106,12 +1554,12 @@ void ImDrawList::AddLine( const ImVec2& p1, const ImVec2& p2, ImU32 col, float t } PathLineTo( p1 + ImVec2( 0.5f, 0.5f ) ); PathLineTo( p2 + ImVec2( 0.5f, 0.5f ) ); - PathStroke( col, false, thickness ); + 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, ImDrawCornerFlags rounding_corners, float thickness ) +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 ) { @@ -1119,31 +1567,31 @@ void ImDrawList::AddRect( const ImVec2& p_min, const ImVec2& p_max, ImU32 col, f } if( Flags & ImDrawListFlags_AntiAliasedLines ) { - PathRect( p_min + ImVec2( 0.50f, 0.50f ), p_max - ImVec2( 0.50f, 0.50f ), rounding, rounding_corners ); + 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, rounding_corners ); // Better looking lower-right corner and rounded non-AA shapes. + 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, true, thickness ); + PathStroke( col, ImDrawFlags_Closed, thickness ); } -void ImDrawList::AddRectFilled( const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners ) +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 ) - { - PathRect( p_min, p_max, rounding, rounding_corners ); - PathFillConvex( col ); - } - else + 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 @@ -1179,7 +1627,7 @@ void ImDrawList::AddQuad( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, PathLineTo( p2 ); PathLineTo( p3 ); PathLineTo( p4 ); - PathStroke( col, true, thickness ); + PathStroke( col, ImDrawFlags_Closed, thickness ); } void ImDrawList::AddQuadFilled( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col ) @@ -1206,7 +1654,7 @@ void ImDrawList::AddTriangle( const ImVec2& p1, const ImVec2& p2, const ImVec2& PathLineTo( p1 ); PathLineTo( p2 ); PathLineTo( p3 ); - PathStroke( col, true, thickness ); + PathStroke( col, ImDrawFlags_Closed, thickness ); } void ImDrawList::AddTriangleFilled( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col ) @@ -1223,6 +1671,59 @@ void ImDrawList::AddTriangleFilled( const ImVec2& p1, const ImVec2& p2, const Im } void ImDrawList::AddCircle( const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness ) +{ + 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 ); + + // 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 ); +} + +void ImDrawList::AddCircleFilled( const ImVec2& center, float radius, ImU32 col, int num_segments ) +{ + 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 ); + + // 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 ); +} + +// 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 ) { @@ -1232,10 +1733,11 @@ void ImDrawList::AddCircle( const ImVec2& center, float radius, ImU32 col, int n // 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, true, thickness ); + PathStroke( col, ImDrawFlags_Closed, thickness ); } -void ImDrawList::AddCircleFilled( const ImVec2& center, float radius, ImU32 col, int num_segments ) +// 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 ) { @@ -1248,16 +1750,30 @@ void ImDrawList::AddCircleFilled( const ImVec2& center, float radius, ImU32 col, PathFillConvex( col ); } -void ImDrawList::AddBezierCurve( const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments ) +// 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; } - PathLineTo( pos0 ); - PathBezierCurveTo( cp0, cp1, pos1, num_segments ); - PathStroke( col, false, 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; + } + + 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 ) @@ -1286,9 +1802,9 @@ void ImDrawList::AddText( const ImFont* font, float font_size, const ImVec2& pos font_size = _Data->FontSize; } - IM_ASSERT( font->ContainerAtlas->TexID == _TextureIdStack.back() ); // 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 = _ClipRectStack.back(); + ImVec4 clip_rect = _CmdHeader.ClipRect; if( cpu_fine_clip_rect ) { clip_rect.x = ImMax( clip_rect.x, cpu_fine_clip_rect->x ); @@ -1311,7 +1827,7 @@ void ImDrawList::AddImage( ImTextureID user_texture_id, const ImVec2& p_min, con return; } - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if( push_texture_id ) { PushTextureID( user_texture_id ); @@ -1333,7 +1849,7 @@ void ImDrawList::AddImageQuad( ImTextureID user_texture_id, const ImVec2& p1, co return; } - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if( push_texture_id ) { PushTextureID( user_texture_id ); @@ -1348,27 +1864,28 @@ void ImDrawList::AddImageQuad( ImTextureID user_texture_id, const ImVec2& p1, co } } -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, ImDrawCornerFlags rounding_corners ) +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( rounding <= 0.0f || ( rounding_corners & ImDrawCornerFlags_All ) == 0 ) + 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 = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + 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, rounding_corners ); + 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 ); @@ -1381,7 +1898,7 @@ void ImDrawList::AddImageRounded( ImTextureID user_texture_id, const ImVec2& p_m //----------------------------------------------------------------------------- -// ImDrawListSplitter +// [SECTION] ImDrawListSplitter //----------------------------------------------------------------------------- // FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. //----------------------------------------------------------------------------- @@ -1404,10 +1921,12 @@ void ImDrawListSplitter::ClearFreeMemory() void ImDrawListSplitter::Split( ImDrawList* draw_list, int channels_count ) { - IM_ASSERT( _Current == 0 && _Count <= 1 ); + 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; @@ -1427,34 +1946,19 @@ void ImDrawListSplitter::Split( ImDrawList* draw_list, int channels_count ) _Channels[i]._CmdBuffer.resize( 0 ); _Channels[i]._IdxBuffer.resize( 0 ); } - if( _Channels[i]._CmdBuffer.Size == 0 ) - { - ImDrawCmd draw_cmd; - draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); - draw_cmd.TextureId = draw_list->_TextureIdStack.back(); - _Channels[i]._CmdBuffer.push_back( draw_cmd ); - } } } -static inline bool CanMergeDrawCommands( ImDrawCmd* a, ImDrawCmd* b ) -{ - return memcmp( &a->ClipRect, &b->ClipRect, sizeof( a->ClipRect ) ) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback; -} - 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. + // 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 ); - if( draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0 ) - { - draw_list->CmdBuffer.pop_back(); - } + draw_list->_PopUnusedDrawCmd(); // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. int new_cmd_buffer_count = 0; @@ -1464,16 +1968,23 @@ void ImDrawListSplitter::Merge( ImDrawList* draw_list ) for( int i = 1; i < _Count; i++ ) { ImDrawChannel& ch = _Channels[i]; - if( ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 ) + 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 && CanMergeDrawCommands( last_cmd, &ch._CmdBuffer[0] ) ) + + if( ch._CmdBuffer.Size > 0 && last_cmd != NULL ) { - // Merge previous channel last draw command with current channel first draw command if matching. - last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; - idx_offset += ch._CmdBuffer[0].ElemCount; - ch._CmdBuffer.erase( ch._CmdBuffer.Data ); + // 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 ) { @@ -1508,8 +2019,24 @@ void ImDrawListSplitter::Merge( ImDrawList* draw_list ) } } draw_list->_IdxWritePtr = idx_write; - draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. - draw_list->UpdateTextureID(); + + // 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; } @@ -1520,6 +2047,7 @@ void ImDrawListSplitter::SetCurrentChannel( ImDrawList* draw_list, int 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 ) ); @@ -1527,6 +2055,21 @@ void ImDrawListSplitter::SetCurrentChannel( ImDrawList* draw_list, int 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(); + } } //----------------------------------------------------------------------------- @@ -1583,13 +2126,19 @@ void ImGui::ShadeVertsLinearColorGradientKeepAlpha( ImDrawList* draw_list, int v 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 = ImLerp( ( int )( col0 >> IM_COL32_R_SHIFT ) & 0xFF, ( int )( col1 >> IM_COL32_R_SHIFT ) & 0xFF, t ); - int g = ImLerp( ( int )( col0 >> IM_COL32_G_SHIFT ) & 0xFF, ( int )( col1 >> IM_COL32_G_SHIFT ) & 0xFF, t ); - int b = ImLerp( ( int )( col0 >> IM_COL32_B_SHIFT ) & 0xFF, ( int )( col1 >> IM_COL32_B_SHIFT ) & 0xFF, t ); + 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 ); } } @@ -1629,25 +2178,13 @@ void ImGui::ShadeVertsLinearUV( ImDrawList* draw_list, int vert_start_idx, int v ImFontConfig::ImFontConfig() { - FontData = NULL; - FontDataSize = 0; + memset( this, 0, sizeof( *this ) ); FontDataOwnedByAtlas = true; - FontNo = 0; - SizePixels = 0.0f; OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; - PixelSnapH = false; - GlyphExtraSpacing = ImVec2( 0.0f, 0.0f ); - GlyphOffset = ImVec2( 0.0f, 0.0f ); - GlyphRanges = NULL; - GlyphMinAdvanceX = 0.0f; GlyphMaxAdvanceX = FLT_MAX; - MergeMode = false; - RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; EllipsisChar = ( ImWchar ) - 1; - memset( Name, 0, sizeof( Name ) ); - DstFont = NULL; } //----------------------------------------------------------------------------- @@ -1655,39 +2192,39 @@ ImFontConfig::ImFontConfig() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) -// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. -const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; -const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; -const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; -static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +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 " - "..- -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 " - "XX - 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 -XX X.X - X.X XX- X..X..XXX " - "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 -XXX 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...XXXXXX.XXXXXX...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......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] = @@ -1701,25 +2238,14 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 { 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() { - Locked = false; - Flags = ImFontAtlasFlags_None; - TexID = ( ImTextureID )NULL; - TexDesiredWidth = 0; + memset( this, 0, sizeof( *this ) ); TexGlyphPadding = 1; - - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; - TexWidth = TexHeight = 0; - TexUvScale = ImVec2( 0.0f, 0.0f ); - TexUvWhitePixel = ImVec2( 0.0f, 0.0f ); - for( int n = 0; n < IM_ARRAYSIZE( CustomRectIds ); n++ ) - { - CustomRectIds[n] = -1; - } + PackIdMouseCursors = PackIdLines = -1; } ImFontAtlas::~ImFontAtlas() @@ -1747,10 +2273,8 @@ void ImFontAtlas::ClearInputData() } ConfigData.clear(); CustomRects.clear(); - for( int n = 0; n < IM_ARRAYSIZE( CustomRectIds ); n++ ) - { - CustomRectIds[n] = -1; - } + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearTexData() @@ -1766,16 +2290,15 @@ void ImFontAtlas::ClearTexData() } 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()!" ); - for( int i = 0; i < Fonts.Size; i++ ) - { - IM_DELETE( Fonts[i] ); - } - Fonts.clear(); + Fonts.clear_delete(); + TexReady = false; } void ImFontAtlas::Clear() @@ -1790,10 +2313,6 @@ void ImFontAtlas::GetTexDataAsAlpha8( unsigned char** out_pixels, int* out_wi // Build atlas on demand if( TexPixelsAlpha8 == NULL ) { - if( ConfigData.empty() ) - { - AddFontDefault(); - } Build(); } @@ -1882,6 +2401,7 @@ ImFont* ImFontAtlas::AddFont( const ImFontConfig* font_cfg ) } // Invalidate texture + TexReady = false; ClearTexData(); return new_font_cfg.DstFont; } @@ -1926,11 +2446,11 @@ ImFont* ImFontAtlas::AddFontDefault( const ImFontConfig* font_cfg_template ) 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 ); - font->DisplayOffset.y = 1.0f; return font; } @@ -1941,7 +2461,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF( const char* filename, float size_pixels void* data = ImFileLoadToMemory( filename, "rb", &data_size, 0 ); if( !data ) { - IM_ASSERT( 0 ); // Could not load file. + IM_ASSERT_USER_ERROR( 0, "Could not load font file!" ); return NULL; } ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -1963,7 +2483,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF( void* ttf_data, int ttf_size, float s IM_ASSERT( font_cfg.FontData == NULL ); font_cfg.FontData = ttf_data; font_cfg.FontDataSize = ttf_size; - font_cfg.SizePixels = size_pixels; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; if( glyph_ranges ) { font_cfg.GlyphRanges = glyph_ranges; @@ -1993,13 +2513,11 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF( const char* compresse return font; } -int ImFontAtlas::AddCustomRectRegular( unsigned int id, int width, int height ) +int ImFontAtlas::AddCustomRectRegular( int width, int height ) { - IM_ASSERT( id >= 0x10000 ); IM_ASSERT( width > 0 && width <= 0xFFFF ); IM_ASSERT( height > 0 && height <= 0xFFFF ); ImFontAtlasCustomRect r; - r.ID = id; r.Width = ( unsigned short )width; r.Height = ( unsigned short )height; CustomRects.push_back( r ); @@ -2008,13 +2526,16 @@ int ImFontAtlas::AddCustomRectRegular( unsigned int id, int width, int height ) 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 ); +#endif IM_ASSERT( font != NULL ); IM_ASSERT( width > 0 && width <= 0xFFFF ); IM_ASSERT( height > 0 && height <= 0xFFFF ); ImFontAtlasCustomRect r; - r.ID = id; r.Width = ( unsigned short )width; r.Height = ( unsigned short )height; + r.GlyphID = id; r.GlyphAdvanceX = advance_x; r.GlyphOffset = offset; r.Font = font; @@ -2022,7 +2543,7 @@ int ImFontAtlas::AddCustomRectFontGlyph( ImFont* font, ImWchar id, int width, in return CustomRects.Size - 1; // Return index } -void ImFontAtlas::CalcCustomRectUV( const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max ) +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 @@ -2041,16 +2562,15 @@ bool ImFontAtlas::GetMouseCursorTexData( ImGuiMouseCursor cursor_type, ImVec2* o return false; } - IM_ASSERT( CustomRectIds[0] != -1 ); - ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; - IM_ASSERT( r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID ); - ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2( ( float )r.X, ( float )r.Y ); + 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_HALF + 1; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; out_uv_fill[0] = ( pos ) * TexUvScale; out_uv_fill[1] = ( pos + size ) * TexUvScale; return true; @@ -2059,7 +2579,32 @@ bool ImFontAtlas::GetMouseCursorTexData( ImGuiMouseCursor cursor_type, ImVec2* o bool ImFontAtlas::Build() { IM_ASSERT( !Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!" ); - return ImFontAtlasBuildWithStbTruetype( this ); + + // 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 ) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT( 0 ); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build( this ); } void ImFontAtlasBuildMultiplyCalcLookupTable( unsigned char out_table[256], float in_brighten_factor ) @@ -2081,6 +2626,7 @@ void ImFontAtlasBuildMultiplyRectAlpha8( const unsigned char table[256], unsi } } +#ifdef IMGUI_ENABLE_STB_TRUETYPE // Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) struct ImFontBuildSrcData @@ -2093,7 +2639,7 @@ struct ImFontBuildSrcData 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) - ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + 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) }; @@ -2103,28 +2649,28 @@ struct ImFontBuildDstData int SrcCount; // Number of source fonts targeting this destination font. int GlyphsHighest; int GlyphsCount; - ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. }; -static void UnpackBoolVectorToFlatIndexList( const ImBoolVector* in, ImVector* out ) +static void UnpackBitVectorToFlatIndexList( const ImBitVector* in, ImVector* out ) { IM_ASSERT( sizeof( in->Storage.Data[0] ) == sizeof( int ) ); - const int* it_begin = in->Storage.begin(); - const int* it_end = in->Storage.end(); - for( const int* it = it_begin; it < it_end; it++ ) - if( int entries_32 = *it ) - for( int bit_n = 0; bit_n < 32; bit_n++ ) - if( entries_32 & ( 1u << bit_n ) ) + 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 ); + out->push_back( ( int )( ( ( it - it_begin ) << 5 ) + bit_n ) ); } } -bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ) +static bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ) { IM_ASSERT( atlas->ConfigData.Size > 0 ); - ImFontAtlasBuildRegisterDefaultCustomRects( atlas ); + ImFontAtlasBuildInit( atlas ); // Clear atlas atlas->TexID = ( ImTextureID )NULL; @@ -2155,12 +2701,11 @@ bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ) { src_tmp.DstIndex = output_i; } - IM_ASSERT( src_tmp.DstIndex != -1 ); // cfg.DstFont not pointing within atlas->Fonts[] array? 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." ); @@ -2186,16 +2731,16 @@ bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.GlyphsSet.Resize( src_tmp.GlyphsHighest + 1 ); + src_tmp.GlyphsSet.Create( src_tmp.GlyphsHighest + 1 ); if( dst_tmp.GlyphsSet.Storage.empty() ) { - dst_tmp.GlyphsSet.Resize( dst_tmp.GlyphsHighest + 1 ); + 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( int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++ ) + for( unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++ ) { - if( dst_tmp.GlyphsSet.GetBit( codepoint ) ) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + if( dst_tmp.GlyphsSet.TestBit( codepoint ) ) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) { continue; } @@ -2207,8 +2752,8 @@ bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ) // Add to avail set/counters src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit( codepoint, true ); - dst_tmp.GlyphsSet.SetBit( codepoint, true ); + src_tmp.GlyphsSet.SetBit( codepoint ); + dst_tmp.GlyphsSet.SetBit( codepoint ); total_glyphs_count++; } } @@ -2218,7 +2763,7 @@ bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; src_tmp.GlyphsList.reserve( src_tmp.GlyphsCount ); - UnpackBoolVectorToFlatIndexList( &src_tmp.GlyphsSet, &src_tmp.GlyphsList ); + UnpackBitVectorToFlatIndexList( &src_tmp.GlyphsSet, &src_tmp.GlyphsList ); src_tmp.GlyphsSet.Clear(); IM_ASSERT( src_tmp.GlyphsList.Size == src_tmp.GlyphsCount ); } @@ -2368,8 +2913,11 @@ bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ) 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; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + ImFont* dst_font = cfg.DstFont; const float font_scale = stbtt_ScaleForPixelHeight( &src_tmp.FontInfo, cfg.SizePixels ); int unscaled_ascent, unscaled_descent, unscaled_line_gap; @@ -2379,55 +2927,36 @@ bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ) 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 + ( float )( int )( dst_font->Ascent + 0.5f ); + 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]; - - const float char_advance_x_org = pc.xadvance; - const float char_advance_x_mod = ImClamp( char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX ); - float char_off_x = font_off_x; - if( char_advance_x_org != char_advance_x_mod ) - { - char_off_x += cfg.PixelSnapH ? ( float )( int )( ( char_advance_x_mod - char_advance_x_org ) * 0.5f ) : ( char_advance_x_mod - char_advance_x_org ) * 0.5f; - } - - // Register glyph stbtt_aligned_quad q; - float dummy_x = 0.0f, dummy_y = 0.0f; - stbtt_GetPackedQuad( src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0 ); - dst_font->AddGlyph( ( ImWchar )codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod ); + 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 temporary (ImVector doesn't honor destructor) - for( int src_i = 0; src_i < src_tmp_array.Size; src_i++ ) - { - src_tmp_array[src_i].~ImFontBuildSrcData(); - } + // Cleanup + src_tmp_array.clear_destruct(); ImFontAtlasBuildFinish( atlas ); return true; } -void ImFontAtlasBuildRegisterDefaultCustomRects( ImFontAtlas* atlas ) +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() { - if( atlas->CustomRectIds[0] >= 0 ) - { - return; - } - if( !( atlas->Flags & ImFontAtlasFlags_NoMouseCursors ) ) - { - atlas->CustomRectIds[0] = atlas->AddCustomRectRegular( FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H ); - } - else - { - atlas->CustomRectIds[0] = atlas->AddCustomRectRegular( FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2 ); - } + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; } +#endif // IMGUI_ENABLE_STB_TRUETYPE + void ImFontAtlasBuildSetupFont( ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent ) { if( !font_config->MergeMode ) @@ -2435,6 +2964,7 @@ void ImFontAtlasBuildSetupFont( ImFontAtlas* atlas, ImFont* font, ImFontConfig* font->ClearOutputData(); font->FontSize = font_config->SizePixels; font->ConfigData = font_config; + font->ConfigDataCount = 0; font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; @@ -2462,62 +2992,191 @@ void ImFontAtlasBuildPackCustomRects( ImFontAtlas* atlas, void* stbrp_context_op 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; + 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; + } +} + +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; + } +} + static void ImFontAtlasBuildRenderDefaultTexData( ImFontAtlas* atlas ) { - IM_ASSERT( atlas->CustomRectIds[0] >= 0 ); - IM_ASSERT( atlas->TexPixelsAlpha8 != NULL ); - ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; - IM_ASSERT( r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID ); - IM_ASSERT( r.IsPacked() ); + 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_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H ); - for( int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++ ) - for( int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++ ) - { - const int offset0 = ( int )( r.X + x ) + ( int )( r.Y + y ) * w; - const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; - atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00; - atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00; - } + 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 { - IM_ASSERT( r.Width == 2 && r.Height == 2 ); - const int offset = ( int )( r.X ) + ( int )( r.Y ) * w; - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + // 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 ); + 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( 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 ); + } + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. void ImFontAtlasBuildFinish( ImFontAtlas* atlas ) { - // Render into our custom data block + // 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.ID > 0x10000 ) + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if( r->Font == NULL || r->GlyphID == 0 ) { continue; } - IM_ASSERT( r.Font->ContainerAtlas == atlas ); + // 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( ( ImWchar )r.ID, 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 ); + 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 @@ -2527,24 +3186,7 @@ void ImFontAtlasBuildFinish( ImFontAtlas* atlas ) atlas->Fonts[i]->BuildLookupTable(); } - // 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: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots. - for( int i = 0; i < atlas->Fonts.size(); i++ ) - { - ImFont* font = atlas->Fonts[i]; - if( font->EllipsisChar != ( ImWchar ) - 1 ) - { - continue; - } - const ImWchar ellipsis_variants[] = { ( ImWchar )0x2026, ( ImWchar )0x0085 }; - for( int j = 0; j < IM_ARRAYSIZE( ellipsis_variants ); j++ ) - if( font->FindGlyphNoFallback( ellipsis_variants[j] ) != NULL ) // Verify glyph exists - { - font->EllipsisChar = ellipsis_variants[j]; - break; - } - } + atlas->TexReady = true; } // Retrieve list of range (2 int per range, values are inclusive) @@ -2564,7 +3206,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean() { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3131, 0x3163, // Korean alphabets - 0xAC00, 0xD79D, // Korean characters + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid 0, }; return &ranges[0]; @@ -2579,6 +3222,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() 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, }; @@ -2655,7 +3299,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() 0x2000, 0x206F, // General Punctuation 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 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] ) @@ -2668,52 +3313,84 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() { - // 1946 common ideograms code points for Japanese - // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering - // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. + // 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, 6, 2, 2, 1, 8, 5, 7, 11, 1, 2, 10, 10, 8, 2, 4, 20, 2, 11, 8, 2, 1, 2, 1, 6, 2, 1, 7, 5, 3, 7, 1, 1, 13, 7, 9, 1, 4, 6, 1, 2, 1, 10, 1, 1, 9, 2, 2, 4, 5, 6, 14, 1, 1, 9, 3, 18, - 5, 4, 2, 2, 10, 7, 1, 1, 1, 3, 2, 4, 3, 23, 2, 10, 12, 2, 14, 2, 4, 13, 1, 6, 10, 3, 1, 7, 13, 6, 4, 13, 5, 2, 3, 17, 2, 2, 5, 7, 6, 4, 1, 7, 14, 16, 6, 13, 9, 15, 1, 1, 7, 16, 4, 7, 1, 19, 9, 2, 7, 15, - 2, 6, 5, 13, 25, 4, 14, 13, 11, 25, 1, 1, 1, 2, 1, 2, 2, 3, 10, 11, 3, 3, 1, 1, 4, 4, 2, 1, 4, 9, 1, 4, 3, 5, 5, 2, 7, 12, 11, 15, 7, 16, 4, 5, 16, 2, 1, 1, 6, 3, 3, 1, 1, 2, 7, 6, 6, 7, 1, 4, 7, 6, 1, 1, - 2, 1, 12, 3, 3, 9, 5, 8, 1, 11, 1, 2, 3, 18, 20, 4, 1, 3, 6, 1, 7, 3, 5, 5, 7, 2, 2, 12, 3, 1, 4, 2, 3, 2, 3, 11, 8, 7, 4, 17, 1, 9, 25, 1, 1, 4, 2, 2, 4, 1, 2, 7, 1, 1, 1, 3, 1, 2, 6, 16, 1, 2, 1, 1, 3, 12, - 20, 2, 5, 20, 8, 7, 6, 2, 1, 1, 1, 1, 6, 2, 1, 2, 10, 1, 1, 6, 1, 3, 1, 2, 1, 4, 1, 12, 4, 1, 3, 1, 1, 1, 1, 1, 10, 4, 7, 5, 13, 1, 15, 1, 1, 30, 11, 9, 1, 15, 38, 14, 1, 32, 17, 20, 1, 9, 31, 2, 21, 9, - 4, 49, 22, 2, 1, 13, 1, 11, 45, 35, 43, 55, 12, 19, 83, 1, 3, 2, 3, 13, 2, 1, 7, 3, 18, 3, 13, 8, 1, 8, 18, 5, 3, 7, 25, 24, 9, 24, 40, 3, 17, 24, 2, 1, 6, 2, 3, 16, 15, 6, 7, 3, 12, 1, 9, 7, 3, 3, - 3, 15, 21, 5, 16, 4, 5, 12, 11, 11, 3, 6, 3, 2, 31, 3, 2, 1, 1, 23, 6, 6, 1, 4, 2, 6, 5, 2, 1, 1, 3, 3, 22, 2, 6, 2, 3, 17, 3, 2, 4, 5, 1, 9, 5, 1, 1, 6, 15, 12, 3, 17, 2, 14, 2, 8, 1, 23, 16, 4, 2, 23, - 8, 15, 23, 20, 12, 25, 19, 47, 11, 21, 65, 46, 4, 3, 1, 5, 6, 1, 2, 5, 26, 2, 1, 1, 3, 11, 1, 1, 1, 2, 1, 2, 3, 1, 1, 10, 2, 3, 1, 1, 1, 3, 6, 3, 2, 2, 6, 6, 9, 2, 2, 2, 6, 2, 5, 10, 2, 4, 1, 2, 1, 2, 2, - 3, 1, 1, 3, 1, 2, 9, 23, 9, 2, 1, 1, 1, 1, 5, 3, 2, 1, 10, 9, 6, 1, 10, 2, 31, 25, 3, 7, 5, 40, 1, 15, 6, 17, 7, 27, 180, 1, 3, 2, 2, 1, 1, 1, 6, 3, 10, 7, 1, 3, 6, 17, 8, 6, 2, 2, 1, 3, 5, 5, 8, 16, 14, - 15, 1, 1, 4, 1, 2, 1, 1, 1, 3, 2, 7, 5, 6, 2, 5, 10, 1, 4, 2, 9, 1, 1, 11, 6, 1, 44, 1, 3, 7, 9, 5, 1, 3, 1, 1, 10, 7, 1, 10, 4, 2, 7, 21, 15, 7, 2, 5, 1, 8, 3, 4, 1, 3, 1, 6, 1, 4, 2, 1, 4, 10, 8, 1, 4, 5, - 1, 5, 10, 2, 7, 1, 10, 1, 1, 3, 4, 11, 10, 29, 4, 7, 3, 5, 2, 3, 33, 5, 2, 19, 3, 1, 4, 2, 6, 31, 11, 1, 3, 3, 3, 1, 8, 10, 9, 12, 11, 12, 8, 3, 14, 8, 6, 11, 1, 4, 41, 3, 1, 2, 7, 13, 1, 5, 6, 2, 6, 12, - 12, 22, 5, 9, 4, 8, 9, 9, 34, 6, 24, 1, 1, 20, 9, 9, 3, 4, 1, 7, 2, 2, 2, 6, 2, 28, 5, 3, 6, 1, 4, 6, 7, 4, 2, 1, 4, 2, 13, 6, 4, 4, 3, 1, 8, 8, 3, 2, 1, 5, 1, 2, 2, 3, 1, 11, 11, 7, 3, 6, 10, 8, 6, 16, 16, - 22, 7, 12, 6, 21, 5, 4, 6, 6, 3, 6, 1, 3, 2, 1, 2, 8, 29, 1, 10, 1, 6, 13, 6, 6, 19, 31, 1, 13, 4, 4, 22, 17, 26, 33, 10, 4, 15, 12, 25, 6, 67, 10, 2, 3, 1, 6, 10, 2, 6, 2, 9, 1, 9, 4, 4, 1, 2, 16, 2, - 5, 9, 2, 3, 8, 1, 8, 3, 9, 4, 8, 6, 4, 8, 11, 3, 2, 1, 1, 3, 26, 1, 7, 5, 1, 11, 1, 5, 3, 5, 2, 13, 6, 39, 5, 1, 5, 2, 11, 6, 10, 5, 1, 15, 5, 3, 6, 19, 21, 22, 2, 4, 1, 6, 1, 8, 1, 4, 8, 2, 4, 2, 2, 9, 2, - 1, 1, 1, 4, 3, 6, 3, 12, 7, 1, 14, 2, 4, 10, 2, 13, 1, 17, 7, 3, 2, 1, 3, 2, 13, 7, 14, 12, 3, 1, 29, 2, 8, 9, 15, 14, 9, 14, 1, 3, 1, 6, 5, 9, 11, 3, 38, 43, 20, 7, 7, 8, 5, 15, 12, 19, 15, 81, 8, 7, - 1, 5, 73, 13, 37, 28, 8, 8, 1, 15, 18, 20, 165, 28, 1, 6, 11, 8, 4, 14, 7, 15, 1, 3, 3, 6, 4, 1, 7, 14, 1, 1, 11, 30, 1, 5, 1, 4, 14, 1, 4, 2, 7, 52, 2, 6, 29, 3, 1, 9, 1, 21, 3, 5, 1, 26, 3, 11, 14, - 11, 1, 17, 5, 1, 2, 1, 3, 2, 8, 1, 2, 9, 12, 1, 1, 2, 3, 8, 3, 24, 12, 7, 7, 5, 17, 3, 3, 3, 1, 23, 10, 4, 4, 6, 3, 1, 16, 17, 22, 3, 10, 21, 16, 16, 6, 4, 10, 2, 1, 1, 2, 8, 8, 6, 5, 3, 3, 3, 39, 25, - 15, 1, 1, 16, 6, 7, 25, 15, 6, 6, 12, 1, 22, 13, 1, 4, 9, 5, 12, 2, 9, 1, 12, 28, 8, 3, 5, 10, 22, 60, 1, 2, 40, 4, 61, 63, 4, 1, 13, 12, 1, 4, 31, 12, 1, 14, 89, 5, 16, 6, 29, 14, 2, 5, 49, 18, 18, - 5, 29, 33, 47, 1, 17, 1, 19, 12, 2, 9, 7, 39, 12, 3, 7, 12, 39, 3, 1, 46, 4, 12, 3, 8, 9, 5, 31, 15, 18, 3, 2, 2, 66, 19, 13, 17, 5, 3, 46, 124, 13, 57, 34, 2, 5, 4, 5, 8, 1, 1, 1, 4, 3, 1, 17, 5, - 3, 5, 3, 1, 8, 5, 6, 3, 27, 3, 26, 7, 12, 7, 2, 17, 3, 7, 18, 78, 16, 4, 36, 1, 2, 1, 6, 2, 1, 39, 17, 7, 4, 13, 4, 4, 4, 1, 10, 4, 2, 4, 6, 3, 10, 1, 19, 1, 26, 2, 4, 33, 2, 73, 47, 7, 3, 8, 2, 4, 15, - 18, 1, 29, 2, 41, 14, 1, 21, 16, 41, 7, 39, 25, 13, 44, 2, 2, 10, 1, 13, 7, 1, 7, 3, 5, 20, 4, 8, 2, 49, 1, 10, 6, 1, 6, 7, 10, 7, 11, 16, 3, 12, 20, 4, 10, 3, 1, 2, 11, 2, 28, 9, 2, 4, 7, 2, 15, 1, - 27, 1, 28, 17, 4, 5, 10, 7, 3, 24, 10, 11, 6, 26, 3, 2, 7, 2, 2, 49, 16, 10, 16, 15, 4, 5, 27, 61, 30, 14, 38, 22, 2, 7, 5, 1, 3, 12, 23, 24, 17, 17, 3, 3, 2, 4, 1, 6, 2, 7, 5, 1, 1, 5, 1, 1, 9, 4, - 1, 3, 6, 1, 8, 2, 8, 4, 14, 3, 5, 11, 4, 1, 3, 32, 1, 19, 4, 1, 13, 11, 5, 2, 1, 8, 6, 8, 1, 6, 5, 13, 3, 23, 11, 5, 3, 16, 3, 9, 10, 1, 24, 3, 198, 52, 4, 2, 2, 5, 14, 5, 4, 22, 5, 20, 4, 11, 6, 41, - 1, 5, 2, 2, 11, 5, 2, 28, 35, 8, 22, 3, 18, 3, 10, 7, 5, 3, 4, 1, 5, 3, 8, 9, 3, 6, 2, 16, 22, 4, 5, 5, 3, 3, 18, 23, 2, 6, 23, 5, 27, 8, 1, 33, 2, 12, 43, 16, 5, 2, 3, 6, 1, 20, 4, 2, 9, 7, 1, 11, 2, - 10, 3, 14, 31, 9, 3, 25, 18, 20, 2, 5, 5, 26, 14, 1, 11, 17, 12, 40, 19, 9, 6, 31, 83, 2, 7, 9, 19, 78, 12, 14, 21, 76, 12, 113, 79, 34, 4, 1, 1, 61, 18, 85, 10, 2, 2, 13, 31, 11, 50, 6, 33, 159, - 179, 6, 6, 7, 4, 4, 2, 4, 2, 5, 8, 7, 20, 32, 22, 1, 3, 10, 6, 7, 28, 5, 10, 9, 2, 77, 19, 13, 2, 5, 1, 4, 4, 7, 4, 13, 3, 9, 31, 17, 3, 26, 2, 6, 6, 5, 4, 1, 7, 11, 3, 4, 2, 1, 6, 2, 20, 4, 1, 9, 2, 6, - 3, 7, 1, 1, 1, 20, 2, 3, 1, 6, 2, 3, 6, 2, 4, 8, 1, 5, 13, 8, 4, 11, 23, 1, 10, 6, 2, 1, 3, 21, 2, 2, 4, 24, 31, 4, 10, 10, 2, 5, 192, 15, 4, 16, 7, 9, 51, 1, 2, 1, 1, 5, 1, 1, 2, 1, 3, 5, 3, 1, 3, 4, 1, - 3, 1, 3, 3, 9, 8, 1, 2, 2, 2, 4, 4, 18, 12, 92, 2, 10, 4, 3, 14, 5, 25, 16, 42, 4, 14, 4, 2, 21, 5, 126, 30, 31, 2, 1, 5, 13, 3, 22, 5, 6, 6, 20, 12, 1, 14, 12, 87, 3, 19, 1, 8, 2, 9, 9, 3, 3, 23, 2, - 3, 7, 6, 3, 1, 2, 3, 9, 1, 3, 1, 6, 3, 2, 1, 3, 11, 3, 1, 6, 10, 3, 2, 3, 1, 2, 1, 5, 1, 1, 11, 3, 6, 4, 1, 7, 2, 1, 2, 5, 5, 34, 4, 14, 18, 4, 19, 7, 5, 8, 2, 6, 79, 1, 5, 2, 14, 8, 2, 9, 2, 1, 36, 28, 16, - 4, 1, 1, 1, 2, 12, 6, 42, 39, 16, 23, 7, 15, 15, 3, 2, 12, 7, 21, 64, 6, 9, 28, 8, 12, 3, 3, 41, 59, 24, 51, 55, 57, 294, 9, 9, 2, 6, 2, 15, 1, 2, 13, 38, 90, 9, 9, 9, 3, 11, 7, 1, 1, 1, 5, 6, 3, 2, - 1, 2, 2, 3, 8, 1, 4, 4, 1, 5, 7, 1, 4, 3, 20, 4, 9, 1, 1, 1, 5, 5, 17, 1, 5, 2, 6, 2, 4, 1, 4, 5, 7, 3, 18, 11, 11, 32, 7, 5, 4, 7, 11, 127, 8, 4, 3, 3, 1, 10, 1, 1, 6, 21, 14, 1, 16, 1, 7, 1, 3, 6, 9, 65, - 51, 4, 3, 13, 3, 10, 1, 1, 12, 9, 21, 110, 3, 19, 24, 1, 1, 10, 62, 4, 1, 29, 42, 78, 28, 20, 18, 82, 6, 3, 15, 6, 84, 58, 253, 15, 155, 264, 15, 21, 9, 14, 7, 58, 40, 39, + 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, 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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 + 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] ) @@ -2781,30 +3458,27 @@ void ImFontGlyphRangesBuilder::AddText( const char* text, const char* text_end ) { break; } - if( c < 0x10000 ) - { - AddChar( ( ImWchar )c ); - } + AddChar( ( ImWchar )c ); } } void ImFontGlyphRangesBuilder::AddRanges( const ImWchar* ranges ) { for( ; ranges[0]; ranges += 2 ) - for( ImWchar c = ranges[0]; c <= ranges[1]; c++ ) + for( unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++ ) //-V560 { - AddChar( c ); + AddChar( ( ImWchar )c ); } } void ImFontGlyphRangesBuilder::BuildRanges( ImVector* out_ranges ) { - int max_codepoint = 0x10000; - for( int n = 0; n < max_codepoint; n++ ) + 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 - 1 && GetBit( n + 1 ) ) + while( n < max_codepoint && GetBit( n + 1 ) ) { n++; } @@ -2821,9 +3495,9 @@ ImFont::ImFont() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; - FallbackChar = ( ImWchar )'?'; + FallbackChar = ( ImWchar ) - 1; EllipsisChar = ( ImWchar ) - 1; - DisplayOffset = ImVec2( 0.0f, 0.0f ); + DotChar = ( ImWchar ) - 1; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; @@ -2832,6 +3506,7 @@ ImFont::ImFont() Scale = 1.0f; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; + memset( Used4kPagesMap, 0, sizeof( Used4kPagesMap ) ); } ImFont::~ImFont() @@ -2853,6 +3528,16 @@ void ImFont::ClearOutputData() 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; +} + void ImFont::BuildLookupTable() { int max_codepoint = 0; @@ -2861,23 +3546,29 @@ void ImFont::BuildLookupTable() 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 + if( Glyphs.back().Codepoint != '\t' ) // So we can call this function multiple times (FIXME: Flaky) { Glyphs.resize( Glyphs.Size + 1 ); } @@ -2889,8 +3580,39 @@ void ImFont::BuildLookupTable() 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 ); - FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + 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 ) { @@ -2898,10 +3620,27 @@ void ImFont::BuildLookupTable() } } -void ImFont::SetFallbackChar( ImWchar c ) +// 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 ) { - FallbackChar = c; - BuildLookupTable(); + 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; + } } void ImFont::GrowIndex( int new_size ) @@ -2917,11 +3656,36 @@ void ImFont::GrowIndex( int new_size ) // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). -void ImFont::AddGlyph( ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x ) +// '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 = ( ImWchar )codepoint; + glyph.Codepoint = ( unsigned int )codepoint; + glyph.Visible = ( x0 != x1 ) && ( y0 != y1 ); + glyph.Colored = false; glyph.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; @@ -2930,22 +3694,19 @@ void ImFont::AddGlyph( ImWchar codepoint, float x0, float y0, float x1, float y1 glyph.V0 = v0; glyph.U1 = u1; glyph.V1 = v1; - glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX - - if( ConfigData->PixelSnapH ) - { - glyph.AdvanceX = ( float )( int )( glyph.AdvanceX + 0.5f ); - } + 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 + 1.99f ) * ( int )( ( glyph.V1 - glyph.V0 ) * ContainerAtlas->TexHeight + 1.99f ); + 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. - int index_size = IndexLookup.Size; + unsigned int index_size = ( unsigned int )IndexLookup.Size; if( dst < index_size && IndexLookup.Data[dst] == ( ImWchar ) - 1 && !overwrite_dst ) // 'dst' already exists { @@ -2963,7 +3724,7 @@ void ImFont::AddRemapChar( ImWchar dst, ImWchar src, bool overwrite_dst ) const ImFontGlyph* ImFont::FindGlyph( ImWchar c ) const { - if( c >= IndexLookup.Size ) + if( c >= ( size_t )IndexLookup.Size ) { return FallbackGlyph; } @@ -2977,7 +3738,7 @@ const ImFontGlyph* ImFont::FindGlyph( ImWchar c ) const const ImFontGlyph* ImFont::FindGlyphNoFallback( ImWchar c ) const { - if( c >= IndexLookup.Size ) + if( c >= ( size_t )IndexLookup.Size ) { return NULL; } @@ -3076,7 +3837,7 @@ const char* ImFont::CalcWordWrapPositionA( float scale, const char* text, const } // Allow wrapping after punctuation. - inside_word = !( c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"' ); + inside_word = ( c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"' ); } // We ignore blank width at the end of the line (they can be skipped) @@ -3218,23 +3979,27 @@ ImVec2 ImFont::CalcTextSizeA( float size, float max_width, float wrap_width, con return text_size; } -void ImFont::RenderChar( ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c ) const +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar( ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c ) const { - if( c == ' ' || c == '\t' || c == '\n' || c == '\r' ) // Match behavior of RenderText(), those 4 codepoints are hard-coded. + const ImFontGlyph* glyph = FindGlyph( c ); + if( !glyph || !glyph->Visible ) { return; } - if( const ImFontGlyph* glyph = FindGlyph( c ) ) + if( glyph->Colored ) { - float scale = ( size >= 0.0f ) ? ( size / FontSize ) : 1.0f; - pos.x = ( float )( int )pos.x + DisplayOffset.x; - pos.y = ( float )( int )pos.y + DisplayOffset.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 ); + col |= ~IM_COL32_A_MASK; } + float scale = ( size >= 0.0f ) ? ( size / FontSize ) : 1.0f; + float x = IM_FLOOR( pos.x ); + float y = IM_FLOOR( 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 ); } -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 +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +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 ) { @@ -3242,15 +4007,14 @@ void ImFont::RenderText( ImDrawList* draw_list, float size, ImVec2 pos, ImU32 co } // Align to be pixel perfect - pos.x = ( float )( int )pos.x + DisplayOffset.x; - pos.y = ( float )( int )pos.y + DisplayOffset.y; - float x = pos.x; - float y = pos.y; + float x = IM_FLOOR( pos.x ); + float y = IM_FLOOR( 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 ); @@ -3295,6 +4059,8 @@ void ImFont::RenderText( ImDrawList* draw_list, float size, ImVec2 pos, ImU32 co 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 ) @@ -3302,7 +4068,7 @@ void ImFont::RenderText( ImDrawList* draw_list, float size, ImVec2 pos, ImU32 co // 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 ) ); + word_wrap_eol = CalcWordWrapPositionA( scale, s, text_end, wrap_width - ( x - start_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 @@ -3311,7 +4077,7 @@ void ImFont::RenderText( ImDrawList* draw_list, float size, ImVec2 pos, ImU32 co if( s >= word_wrap_eol ) { - x = pos.x; + x = start_x; y += line_height; word_wrap_eol = NULL; @@ -3356,7 +4122,7 @@ void ImFont::RenderText( ImDrawList* draw_list, float size, ImVec2 pos, ImU32 co { if( c == '\n' ) { - x = pos.x; + x = start_x; y += line_height; if( y > clip_rect.w ) { @@ -3370,99 +4136,101 @@ void ImFont::RenderText( ImDrawList* draw_list, float size, ImVec2 pos, ImU32 co } } - float char_width = 0.0f; - if( const ImFontGlyph* glyph = FindGlyph( ( ImWchar )c ) ) + const ImFontGlyph* glyph = FindGlyph( ( ImWchar )c ); + if( glyph == NULL ) { - char_width = glyph->AdvanceX * scale; + continue; + } - // Arbitrarily assume that both space and tabs are empty glyphs as an optimization - if( c != ' ' && c != '\t' ) + 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 ) { - // 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 ) { - // 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 ) { - 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; - } + u1 = u1 + ( 1.0f - ( x2 - clip_rect.x ) / ( x2 - x1 ) ) * ( u2 - u1 ); + x1 = clip_rect.x; } - - // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + if( y1 < clip_rect.y ) { - 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 = 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 = 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 = 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 = col; - vtx_write[3].uv.x = u1; - vtx_write[3].uv.y = v2; - vtx_write += 4; - vtx_current_idx += 4; - idx_write += 6; + 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 - draw_list->VtxBuffer.resize( ( int )( vtx_write - draw_list->VtxBuffer.Data ) ); - draw_list->IdxBuffer.resize( ( int )( idx_write - draw_list->IdxBuffer.Data ) ); + // 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; @@ -3470,35 +4238,76 @@ void ImFont::RenderText( ImDrawList* draw_list, float size, ImVec2 pos, ImU32 co } //----------------------------------------------------------------------------- -// [SECTION] Internal Render Helpers -// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state) +// [SECTION] ImGui Internal Render Helpers //----------------------------------------------------------------------------- -// - RenderMouseCursor() +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() //----------------------------------------------------------------------------- -void ImGui::RenderMouseCursor( ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow ) +// 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 ) { - if( mouse_cursor == ImGuiMouseCursor_None ) - { - return; - } - IM_ASSERT( mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT ); + 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 ); - ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; - ImVec2 offset, size, uv[4]; - if( font_atlas->GetMouseCursorTexData( mouse_cursor, &offset, &size, &uv[0], &uv[2] ) ) + ImVec2 a, b, c; + switch( dir ) { - pos -= offset; - const 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 )*scale + size * scale, uv[2], uv[3], col_shadow ); - draw_list->AddImage( tex_id, pos + ImVec2( 2, 0 )*scale, pos + ImVec2( 2, 0 )*scale + 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(); + 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 ); +} + +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 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. @@ -3603,6 +4412,113 @@ void ImGui::RenderRectFilledRangeH( ImDrawList* draw_list, const ImRect& rect, I 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 ); + } +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// 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 ); + } +} + //----------------------------------------------------------------------------- // [SECTION] Decompression code //----------------------------------------------------------------------------- @@ -3712,9 +4628,9 @@ static unsigned int stb_adler32( unsigned int adler32, unsigned char* buffer, un { const unsigned long ADLER_MOD = 65521; unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; - unsigned long blocklen, i; + unsigned long blocklen = buflen % 5552; - blocklen = buflen % 5552; + unsigned long i; while( buflen ) { for( i = 0; i + 7 < blocklen; i += 8 ) @@ -3745,7 +4661,6 @@ static unsigned int stb_adler32( unsigned int adler32, unsigned char* buffer, un static unsigned int stb_decompress( unsigned char* output, const unsigned char* i, unsigned int /*length*/ ) { - unsigned int olen; if( stb__in4( 0 ) != 0x57bC0000 ) { return 0; @@ -3754,7 +4669,7 @@ static unsigned int stb_decompress( unsigned char* output, const unsigned char* { return 0; // error! stream is > 4GB } - olen = stb_decompress_length( i ); + const unsigned int olen = stb_decompress_length( i ); stb__barrier_in_b = i; stb__barrier_out_e = output + olen; stb__barrier_out_b = output; @@ -3898,3 +4813,5 @@ static const char* GetDefaultCompressedFontDataTTFBase85() { return proggy_clean_ttf_compressed_data_base85; } + +#endif // #ifndef IMGUI_DISABLE diff --git a/neo/libs/imgui/imgui_internal.h b/neo/libs/imgui/imgui_internal.h index 10a40351..dbec4282 100644 --- a/neo/libs/imgui/imgui_internal.h +++ b/neo/libs/imgui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.88 // (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! @@ -9,103 +9,171 @@ /* Index of this file: -// Header mess -// Forward declarations -// STB libraries includes -// Context pointer -// Generic helpers -// Misc data structures -// Main imgui context -// Tab bar, tab item -// Internal API + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Columns support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) */ #pragma once +#ifndef IMGUI_DISABLE //----------------------------------------------------------------------------- -// Header mess +// [SECTION] Header mess //----------------------------------------------------------------------------- #ifndef IMGUI_VERSION - #error Must include imgui.h before imgui_internal.h + #include "imgui.h" #endif -#include // FILE* +#include // FILE*, sscanf #include // NULL, malloc, free, qsort, atoi, atof #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) + #define IMGUI_ENABLE_SSE + #include +#endif + // Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) - #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) + #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) + #pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) + #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). + #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 #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push - #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h - #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h + #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 "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() + #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" - #if __has_warning("-Wzero-as-null-pointer-constant") - #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" - #endif - #if __has_warning("-Wdouble-promotion") - #pragma clang diagnostic ignored "-Wdouble-promotion" - #endif + #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" + #pragma clang diagnostic ignored "-Wdouble-promotion" + #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision + #pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' #elif defined(__GNUC__) #pragma GCC diagnostic push - #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind - #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 "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind + #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 + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 + #error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 + #error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE + #define IMGUI_ENABLE_STB_TRUETYPE #endif //----------------------------------------------------------------------------- -// Forward declarations +// [SECTION] Forward declarations //----------------------------------------------------------------------------- +struct ImBitVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it -struct ImGuiColumnData; // Storage data for a single column -struct ImGuiColumns; // Storage data for a columns set struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box -struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiLastItemData; // Status storage for last submitted items struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavMoveResult; // Result of a directional navigation move query result +struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it 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 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) -struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) +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) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical -typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() -typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() -typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +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 +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() + +typedef void ( *ImGuiErrorLogCallback )( void* user_data, const char* fmt, ... ); + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui + extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif //------------------------------------------------------------------------- -// STB libraries includes +// [SECTION] STB libraries includes //------------------------------------------------------------------------- namespace ImStb @@ -115,7 +183,7 @@ namespace ImStb #undef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_CHARTYPE ImWchar -#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f +#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) #define STB_TEXTEDIT_UNDOSTATECOUNT 99 #define STB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" @@ -123,32 +191,58 @@ namespace ImStb } // namespace ImStb //----------------------------------------------------------------------------- -// Context pointer +// [SECTION] Macros //----------------------------------------------------------------------------- -#ifndef GImGui - extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +// 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,...) + #endif #endif -//----------------------------------------------------------------------------- -// Generic helpers -//----------------------------------------------------------------------------- +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__); +#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_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IM_PI 3.14159265358979323846f -#ifdef _WIN32 - #define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID + #define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) #else - #define IM_NEWLINE "\n" + #define IM_ASSERT_PARANOID(_EXPR) #endif -#define IM_TABSIZE (4) -#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] + +// Error handling +// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. +#ifndef IM_ASSERT_USER_ERROR + #define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 + #define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else + #define IM_NEWLINE "\n" +#endif +#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 #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 - -// Debug Logging -#ifndef IMGUI_DEBUG_LOG - #define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) -#endif +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // // 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 @@ -157,31 +251,83 @@ namespace ImStb #define IMGUI_CDECL #endif -// Helpers: UTF-8 <> wchar -IMGUI_API int ImTextStrToUtf8( char* buf, int 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* buf, int 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 +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) + #define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else + #define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif -// Helpers: Misc -IMGUI_API ImU32 ImHashData( const void* data, size_t data_size, ImU32 seed = 0 ); -IMGUI_API ImU32 ImHashStr( const char* data, size_t data_size = 0, ImU32 seed = 0 ); -IMGUI_API void* ImFileLoadToMemory( const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0 ); -IMGUI_API FILE* ImFileOpen( const char* filename, const char* file_open_mode ); -static inline bool ImCharIsBlankA( char c ) +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK + #if defined (_MSC_VER) + #define IM_DEBUG_BREAK() __debugbreak() + #elif defined(__clang__) + #define IM_DEBUG_BREAK() __builtin_debugtrap() + #elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) + #define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") + #elif defined(__GNUC__) && defined(__thumb__) + #define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") + #elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) + #define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); + #else + #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! + #endif +#endif // #ifndef IM_DEBUG_BREAK + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +//----------------------------------------------------------------------------- + +// 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 ); + +// 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* ) ) { - return c == ' ' || c == '\t'; -} -static inline bool ImCharIsBlankW( unsigned int c ) -{ - return c == ' ' || c == '\t' || c == 0x3000; + 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--; @@ -193,20 +339,6 @@ static inline int ImUpperPowerOfTwo( int v ) v++; return v; } -#define ImQsort qsort -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline ImU32 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 - -// Helpers: Geometry -IMGUI_API ImVec2 ImLineClosestPoint( const ImVec2& a, const ImVec2& b, const ImVec2& p ); -IMGUI_API bool ImTriangleContainsPoint( const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p ); -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 ); -IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta( float dx, float dy ); // Helpers: String IMGUI_API int ImStricmp( const char* str1, const char* str2 ); @@ -220,17 +352,42 @@ IMGUI_API const char* ImStreolRange( const char* str, const char* str_end ); 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 ImCharIsBlankA( char c ) +{ + return c == ' ' || c == '\t'; +} +static inline bool ImCharIsBlankW( unsigned int c ) +{ + return c == ' ' || c == '\t' || c == 0x3000; +} + +// 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 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 ); +// Helpers: UTF-8 <> wchar conversions +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 ); @@ -255,6 +412,18 @@ 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; @@ -267,16 +436,16 @@ static inline ImVec2& operator-=( ImVec2& lhs, const ImVec2& rhs ) lhs.y -= rhs.y; return lhs; } -static inline ImVec2& operator*=( ImVec2& lhs, const float rhs ) +static inline ImVec2& operator*=( ImVec2& lhs, const ImVec2& rhs ) { - lhs.x *= rhs; - lhs.y *= rhs; + lhs.x *= rhs.x; + lhs.y *= rhs.y; return lhs; } -static inline ImVec2& operator/=( ImVec2& lhs, const float rhs ) +static inline ImVec2& operator/=( ImVec2& lhs, const ImVec2& rhs ) { - lhs.x /= rhs; - lhs.y /= rhs; + lhs.x /= rhs.x; + lhs.y /= rhs.y; return lhs; } static inline ImVec4 operator+( const ImVec4& lhs, const ImVec4& rhs ) @@ -291,66 +460,114 @@ 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 +// 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; +} +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + typedef FILE* ImFileHandle; + IMGUI_API ImFileHandle ImFileOpen( const char* filename, const char* mode ); + IMGUI_API bool ImFileClose( ImFileHandle file ); + IMGUI_API ImU64 ImFileGetSize( ImFileHandle file ); + IMGUI_API ImU64 ImFileRead( void* data, ImU64 size, ImU64 count, ImFileHandle file ); + IMGUI_API ImU64 ImFileWrite( const void* data, ImU64 size, ImU64 count, ImFileHandle file ); +#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 ); + // Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) -#ifndef IMGUI_DISABLE_MATH_FUNCTIONS -static inline float ImFabs( float x ) -{ - return fabsf( x ); -} -static inline float ImSqrt( float x ) -{ - return sqrtf( x ); -} +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#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 ); + 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 ImFmod( float x, float y ) +static inline float ImLog( float x ) { - return fmodf( x, y ); + return logf( x ); // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision } -static inline double ImFmod( double x, double y ) +static inline double ImLog( double x ) { - return fmod( x, y ); + return log( x ); } -static inline float ImCos( float x ) +static inline int ImAbs( int x ) { - return cosf( x ); + return x < 0 ? -x : x; } -static inline float ImSin( float x ) +static inline float ImAbs( float x ) { - return sinf( x ); + return fabsf( x ); } -static inline float ImAcos( float x ) +static inline double ImAbs( double x ) { - return acosf( x ); + return fabs( x ); } -static inline float ImAtan2( float y, float x ) +static inline float ImSign( float x ) { - return atan2f( y, 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 ImAtof( const char* s ) +static inline double ImSign( double x ) { - return atof( s ); + return ( x < 0.0 ) ? -1.0 : ( x > 0.0 ) ? 1.0 : 0.0; } -static inline float ImFloorStd( float x ) +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt( float x ) { - return floorf( x ); -} // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype) -static inline float ImCeil( float x ) + return _mm_cvtss_f32( _mm_rsqrt_ss( _mm_set_ss( x ) ) ); +} +#else +static inline float ImRsqrt( float x ) { - return ceilf( x ); + return 1.0f / sqrtf( x ); } #endif -// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double -// (Exceptionally using templates here but we could also redefine them for variety of types) +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; @@ -428,28 +645,36 @@ static inline float ImSaturate( float f ) } static inline float ImLengthSqr( const ImVec2& lhs ) { - return lhs.x * lhs.x + lhs.y * lhs.y; + 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; + 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; + float d = ( lhs.x * lhs.x ) + ( lhs.y * lhs.y ); if( d > 0.0f ) { - return 1.0f / ImSqrt( d ); + return ImRsqrt( d ); } return fail_value; } static inline float ImFloor( float f ) { - return ( float )( int )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 ); + 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 ) { @@ -479,393 +704,57 @@ static inline ImVec2 ImMul( const ImVec2& lhs, const ImVec2& rhs ) { return ImVec2( lhs.x * rhs.x, lhs.y * rhs.y ); } - -// Helper: ImBoolVector. Store 1-bit per value. -// Note that Resize() currently clears the whole vector. -struct ImBoolVector +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision( float f ) { - ImVector Storage; - ImBoolVector() { } - void Resize( int sz ) - { - Storage.resize( ( sz + 31 ) >> 5 ); - memset( Storage.Data, 0, ( size_t )Storage.Size * sizeof( Storage.Data[0] ) ); - } - void Clear() - { - Storage.clear(); - } - bool GetBit( int n ) const - { - int off = ( n >> 5 ); - int mask = 1 << ( n & 31 ); - return ( Storage[off] & mask ) != 0; - } - void SetBit( int n, bool v ) - { - int off = ( n >> 5 ); - int mask = 1 << ( n & 31 ); - if( v ) - { - Storage[off] |= mask; - } - else - { - Storage[off] &= ~mask; - } - } -}; + return f <= -16777216 || f >= 16777216; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE -// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, -// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. -typedef int ImPoolIdx; -template -struct IMGUI_API ImPool +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t ); +IMGUI_API ImVec2 ImBezierCubicClosestPoint( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments ); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol ); // For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t ); +IMGUI_API ImVec2 ImLineClosestPoint( const ImVec2& a, const ImVec2& b, const ImVec2& p ); +IMGUI_API bool ImTriangleContainsPoint( const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p ); +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 ) { - ImVector Data; // Contiguous data - ImGuiStorage Map; // ID->Index - ImPoolIdx FreeIdx; // Next free idx to use + 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 ); - ImPool() - { - FreeIdx = 0; - } - ~ImPool() - { - Clear(); - } - T* GetByKey( ImGuiID key ) - { - int idx = Map.GetInt( key, -1 ); - return ( idx != -1 ) ? &Data[idx] : NULL; - } - T* GetByIndex( ImPoolIdx n ) - { - return &Data[n]; - } - ImPoolIdx GetIndex( const T* p ) const - { - IM_ASSERT( p >= Data.Data && p < Data.Data + Data.Size ); - return ( ImPoolIdx )( p - Data.Data ); - } - T* GetOrAddByKey( ImGuiID key ) - { - int* p_idx = Map.GetIntRef( key, -1 ); - if( *p_idx != -1 ) - { - return &Data[*p_idx]; - } *p_idx = FreeIdx; - return Add(); - } - bool Contains( const T* p ) const - { - return ( p >= Data.Data && p < Data.Data + Data.Size ); - } - void Clear() - { - for( int n = 0; n < Map.Data.Size; n++ ) - { - int idx = Map.Data[n].val_i; - if( idx != -1 ) - { - Data[idx].~T(); - } - } - Map.Clear(); - Data.clear(); - FreeIdx = 0; - } - T* Add() - { - int idx = FreeIdx; - if( idx == Data.Size ) - { - Data.resize( Data.Size + 1 ); - FreeIdx++; - } - else - { - FreeIdx = *( int* )&Data[idx]; - } - IM_PLACEMENT_NEW( &Data[idx] ) T(); - return &Data[idx]; - } - void Remove( ImGuiID key, const T* p ) - { - Remove( key, GetIndex( p ) ); - } - void Remove( ImGuiID key, ImPoolIdx idx ) - { - Data[idx].~T(); - *( int* )&Data[idx] = FreeIdx; - FreeIdx = idx; - Map.SetInt( key, -1 ); - } - void Reserve( int capacity ) - { - Data.reserve( capacity ); - Map.Data.reserve( capacity ); - } - int GetSize() const - { - return Data.Size; - } -}; - -//----------------------------------------------------------------------------- -// Misc data structures -//----------------------------------------------------------------------------- - -enum ImGuiButtonFlags_ -{ - ImGuiButtonFlags_None = 0, - ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item - ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) - ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) - ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) - ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() - ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions - ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // 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 << 10, // disable interaction if a key modifier is held - ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated - ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on -}; - -enum ImGuiSliderFlags_ -{ - ImGuiSliderFlags_None = 0, - ImGuiSliderFlags_Vertical = 1 << 0 -}; - -enum ImGuiDragFlags_ -{ - ImGuiDragFlags_None = 0, - ImGuiDragFlags_Vertical = 1 << 0 -}; - -enum ImGuiColumnsFlags_ -{ - // Default: 0 - ImGuiColumnsFlags_None = 0, - ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers - ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers - ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns - ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiColumnsFlags_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. -}; - -// Extend ImGuiSelectableFlags_ -enum ImGuiSelectableFlagsPrivate_ -{ - // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_PressedOnClick = 1 << 21, - ImGuiSelectableFlags_PressedOnRelease = 1 << 22, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) - ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. - ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25 -}; - -// Extend ImGuiTreeNodeFlags_ -enum ImGuiTreeNodeFlagsPrivate_ -{ - ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 -}; - -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 -}; - -// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). -// This is going to be exposed in imgui.h when stabilized enough. -enum ImGuiItemFlags_ -{ - ImGuiItemFlags_NoTabStop = 1 << 0, // false - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current 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_Default_ = 0 -}; - -// Storage for LastItem data -enum ImGuiItemStatusFlags_ -{ - ImGuiItemStatusFlags_None = 0, - ImGuiItemStatusFlags_HoveredRect = 1 << 0, - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, - 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" because reporting the change allows us to handle clipping with less issues. - ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. - -#ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 10, // - ImGuiItemStatusFlags_Opened = 1 << 11, // - ImGuiItemStatusFlags_Checkable = 1 << 12, // - ImGuiItemStatusFlags_Checked = 1 << 13 // -#endif -}; - -enum ImGuiTextFlags_ -{ - ImGuiTextFlags_None = 0, - ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 -}; - -// 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 ImGuiLogType -{ - 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 -}; - -enum ImGuiPlotType -{ - ImGuiPlotType_Lines, - ImGuiPlotType_Histogram -}; - -enum ImGuiInputSource -{ - ImGuiInputSource_None = 0, - ImGuiInputSource_Mouse, - ImGuiInputSource_Nav, - ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code - ImGuiInputSource_NavGamepad, // " - ImGuiInputSource_COUNT -}; - -// FIXME-NAV: Clarify/expose various repeat delay/rate -enum ImGuiInputReadMode -{ - ImGuiInputReadMode_Down, - ImGuiInputReadMode_Pressed, - ImGuiInputReadMode_Released, - ImGuiInputReadMode_Repeat, - ImGuiInputReadMode_RepeatSlow, - ImGuiInputReadMode_RepeatFast -}; - -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_Keyboard = 1 << 0, - ImGuiNavDirSourceFlags_PadDPad = 1 << 1, - ImGuiNavDirSourceFlags_PadLStick = 1 << 2 -}; - -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 for 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 NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. - ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 -}; - -enum ImGuiNavForward -{ - ImGuiNavForward_None, - ImGuiNavForward_ForwardQueued, - ImGuiNavForward_ForwardActive -}; - -enum ImGuiNavLayer -{ - ImGuiNavLayer_Main = 0, // Main scrolling layer - ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) - ImGuiNavLayer_COUNT -}; - -enum ImGuiPopupPositionPolicy -{ - ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox -}; - -// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +// 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; - } + constexpr ImVec1() : x( 0.0f ) { } + constexpr ImVec1( float _x ) : x( _x ) { } }; -// 2D vector (half-size integer) +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { short x, y; - ImVec2ih() - { - x = y = 0; - } - ImVec2ih( short _x, short _y ) - { - x = _x; - y = _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 ) {} }; -// 2D axis aligned bounding-box -// NB: we can't rely on ImVec2 math operators being available here +// 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( FLT_MAX, FLT_MAX ), Max( -FLT_MAX, -FLT_MAX ) {} - 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 ) {} + 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 { @@ -883,6 +772,10 @@ struct IMGUI_API ImRect { return Max.y - Min.y; } + float GetArea() const + { + return ( Max.x - Min.x ) * ( Max.y - Min.y ); + } ImVec2 GetTL() const { return Min; // Top-left @@ -992,30 +885,742 @@ struct IMGUI_API ImRect } void Floor() { - Min.x = ( float )( int )Min.x; - Min.y = ( float )( int )Min.y; - Max.x = ( float )( int )Max.x; - Max.y = ( float )( int )Max.y; + 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 ); + } +}; +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; +} +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; + } +} + +// 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 + { + n += OFFSET; + IM_ASSERT( n >= 0 && n < BITCOUNT ); + return ImBitArrayTestBit( 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; // Works on range [n..n2) + n2 += OFFSET; + IM_ASSERT( n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT ); + ImBitArraySetBitRange( Storage, n, n2 ); + } + bool operator[]( int n ) const + { + n += OFFSET; + IM_ASSERT( n >= 0 && n < BITCOUNT ); + return ImBitArrayTestBit( 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 ); + } +}; + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + 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; + } + + 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; + } + + // 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<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + 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 ) ); + } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +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 ); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + int GetSize() + { + return GetMapSize(); // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) + } +#endif +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + 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 ); + } + +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// 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 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE + #define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// 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) + + // [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 ); +}; + +struct ImDrawDataBuilder +{ + ImVector Layers[2]; // Global layers for: regular, tooltip + + 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(); +}; + +//----------------------------------------------------------------------------- +// [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(). +// 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 +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) + +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui_tests only] + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23 // +#endif +}; + +// 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. +}; + +// 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 +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21 +}; + +// 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 +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 +}; + +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 +}; + +enum ImGuiTextFlags_ +{ + 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) +}; + +// 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 ImGuiLogType +{ + 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 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +}; + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip +}; + +struct ImGuiDataTypeTempStorage +{ + 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 byte + 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 +}; + // 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. @@ -1045,9 +1650,26 @@ struct ImGuiStyleMod } }; -// Stacked storage data for BeginGroup()/EndGroup() -struct ImGuiGroupData +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData { + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() + { + memset( this, 0, sizeof( *this ) ); + } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; @@ -1056,27 +1678,37 @@ struct ImGuiGroupData float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; 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 { - float Spacing; - float Width, NextWidth; - float Pos[3], NextWidths[3]; + 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(); - void Update( int count, float spacing, bool clear ); - float DeclColumns( float w0, float w1, float w2 ); - float CalcExtraSpace( float avail_w ); + 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 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 len is valid even if TextA is not. + 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) @@ -1087,9 +1719,8 @@ struct IMGUI_API ImGuiInputTextState 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 - ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback - ImGuiInputTextCallback UserCallback; // " - void* UserCallbackData; // " + bool Edited; // edited this frame + ImGuiInputTextFlags Flags; // copy of InputText() flags ImGuiInputTextState() { @@ -1137,6 +1768,18 @@ struct IMGUI_API ImGuiInputTextState { 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; @@ -1145,45 +1788,13 @@ struct IMGUI_API ImGuiInputTextState } }; -// Windows data saved in imgui.ini file -struct ImGuiWindowSettings -{ - char* Name; - ImGuiID ID; - ImVec2ih Pos; - ImVec2ih Size; - bool Collapsed; - - ImGuiWindowSettings() - { - Name = NULL; - ID = 0; - Pos = Size = ImVec2ih( 0, 0 ); - Collapsed = false; - } -}; - -struct ImGuiSettingsHandler -{ - const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' - ImGuiID TypeHash; // == ImHashStr(TypeName) - 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 ( *WriteAllFn )( ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf ); // Write: Output every entries into 'out_buf' - void* UserData; - - ImGuiSettingsHandler() - { - memset( this, 0, sizeof( *this ) ); - } -}; - // 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 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) @@ -1191,121 +1802,8 @@ struct ImGuiPopupData ImGuiPopupData() { - PopupId = 0; - Window = SourceWindow = NULL; - OpenFrameCount = -1; - OpenParentId = 0; - } -}; - -struct ImGuiColumnData -{ - float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) - float OffsetNormBeforeResize; - ImGuiColumnsFlags Flags; // Not exposed - ImRect ClipRect; - - ImGuiColumnData() - { - OffsetNorm = OffsetNormBeforeResize = 0.0f; - Flags = ImGuiColumnsFlags_None; - } -}; - -struct ImGuiColumns -{ - ImGuiID ID; - ImGuiColumnsFlags 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 HostClipRect; // Backup of ClipRect at the time of BeginColumns() - ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() - ImVector Columns; - - ImGuiColumns() - { - Clear(); - } - void Clear() - { - ID = 0; - Flags = ImGuiColumnsFlags_None; - IsFirstFrame = false; - IsBeingResized = false; - Current = 0; - Count = 1; - OffMinX = OffMaxX = 0.0f; - LineMinY = LineMaxY = 0.0f; - HostCursorPosY = 0.0f; - HostCursorMaxPosX = 0.0f; - Columns.clear(); - } -}; - -// Data shared between all ImDrawList instances -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; - 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) - - // Const data - // FIXME: Bake rounded corners fill/borders in atlas - ImVec2 CircleVtx12[12]; - - ImDrawListSharedData(); -}; - -struct ImDrawDataBuilder -{ - ImVector Layers[2]; // Global layers for: regular, tooltip - - 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(); - } - } - IMGUI_API void FlattenIntoSingleLayer(); -}; - -struct ImGuiNavMoveResult -{ - ImGuiID ID; // Best candidate - ImGuiID SelectScopeId;// Best candidate window current selectable group ID - ImGuiWindow* Window; // Best candidate window - float DistBox; // Best candidate box distance to current NavId - float DistCenter; // Best candidate center distance to current NavId - float DistAxial; - ImRect RectRel; // Best candidate bounding box in window relative space - - ImGuiNavMoveResult() - { - Clear(); - } - void Clear() - { - ID = SelectScopeId = 0; - Window = NULL; - DistBox = DistCenter = DistAxial = FLT_MAX; - RectRel = ImRect(); + memset( this, 0, sizeof( *this ) ); + ParentNavLayer = OpenFrameCount = -1; } }; @@ -1318,7 +1816,8 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, ImGuiNextWindowDataFlags_HasFocus = 1 << 5, - ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6 + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7 }; // Storage for SetNexWindow** functions @@ -1332,12 +1831,13 @@ struct ImGuiNextWindowData ImVec2 PosPivotVal; ImVec2 SizeVal; ImVec2 ContentSizeVal; + ImVec2 ScrollVal; bool CollapsedVal; ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; - float BgAlphaVal; - ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. + float BgAlphaVal; // Override background alpha + 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() { @@ -1359,9 +1859,10 @@ enum ImGuiNextItemDataFlags_ struct ImGuiNextItemData { ImGuiNextItemDataFlags Flags; - float Width; // Set by SetNextItemWidth(). - bool OpenVal; // Set by SetNextItemOpen() function. + 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() ImGuiNextItemData() { @@ -1369,24 +1870,65 @@ struct ImGuiNextItemData } inline void ClearFlags() { - Flags = ImGuiNextItemDataFlags_None; + Flags = ImGuiNextItemDataFlags_None; // Also cleared manually by ItemAdd()! } }; -//----------------------------------------------------------------------------- -// Tabs -//----------------------------------------------------------------------------- +// 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) + + ImGuiLastItemData() + { + memset( this, 0, sizeof( *this ) ); + } +}; + +struct IMGUI_API ImGuiStackSizes +{ + 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(); +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + 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 ) { @@ -1401,16 +1943,532 @@ struct ImGuiPtrOrIndex }; //----------------------------------------------------------------------------- -// Main imgui context +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +typedef ImBitArray < ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN > ImBitArrayForNamedKeys; + +enum ImGuiKeyPrivate_ +{ + ImGuiKey_LegacyNativeKey_BEGIN = 0, + ImGuiKey_LegacyNativeKey_END = 512, + ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, + ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1 +}; + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + 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 +}; + +// 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 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 + 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 ImGuiNavReadMode +{ + ImGuiNavReadMode_Down, + ImGuiNavReadMode_Pressed, + ImGuiNavReadMode_Released, + ImGuiNavReadMode_Repeat, + ImGuiNavReadMode_RepeatSlow, + ImGuiNavReadMode_RepeatFast +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +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 + + 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; + + ImGuiListClipperData() + { + memset( this, 0, sizeof( *this ) ); + } + void Reset( ImGuiListClipper* clipper ) + { + ListClipper = clipper; + StepNo = ItemsFrozen = 0; + Ranges.resize( 0 ); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +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) +}; + +// 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 +}; + +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), facilitate use of some functions before we can unify nav and keys + ImGuiNavDirSourceFlags_Keyboard = 1 << 1, + ImGuiNavDirSourceFlags_PadDPad = 1 << 2, + ImGuiNavDirSourceFlags_PadLStick = 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 +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + 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; + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). Prefix 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. + + // 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 +#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; + + 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 ) ); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_MULTI_SELECT + // +#endif // #ifdef IMGUI_HAS_MULTI_SELECT + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_DOCK + // +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + 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 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() + { + DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; + DrawLists[0] = DrawLists[1] = NULL; + } + ~ImGuiViewportP() + { + if( DrawLists[0] ) + { + IM_DELETE( DrawLists[0] ); + } + if( DrawLists[1] ) + { + IM_DELETE( DrawLists[1] ); + } + } + + // 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 ); // Update public fields + WorkSize = CalcWorkRectSize( WorkOffsetMin, WorkOffsetMax ); + } + + // 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 ); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + bool Collapsed; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiWindowSettings() + { + memset( this, 0, sizeof( *this ) ); + } + 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; + + ImGuiSettingsHandler() + { + memset( this, 0, sizeof( *this ) ); + } +}; + +//----------------------------------------------------------------------------- +// [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_EventIO = 1 << 4, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventIO, + ImGuiDebugLogFlags_OutputToTTY = 1 << 10 // Also send output to TTY +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + + ImGuiMetricsConfig() + { + ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false; + ShowDrawCmdMesh = true; + ShowDrawCmdBoundingBoxes = true; + ShowWindowsRectsType = ShowTablesRectsType = -1; + } +}; + +struct ImGuiStackLevelInfo +{ + 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 ) ); + } +}; + +// State for Stack tool queries +struct ImGuiStackTool +{ + 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 ) ); + CopyToClipboardLastTime = -FLT_MAX; + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void ( *ImGuiContextHookCallback )( ImGuiContext* ctx, ImGuiContextHook* hook ); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() + { + memset( this, 0, sizeof( *this ) ); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) //----------------------------------------------------------------------------- struct ImGuiContext { bool Initialized; - bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() - bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() - bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; + 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; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. @@ -1420,26 +2478,37 @@ struct ImGuiContext int FrameCount; int FrameCountEnded; 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; // Windows, sorted in focus order, back to front - ImVector WindowsSortBuffer; - ImVector CurrentWindowStack; - ImGuiStorage WindowsById; - int WindowsActiveCount; - ImGuiWindow* CurrentWindow; // Being drawn into - ImGuiWindow* HoveredWindow; // Will catch mouse inputs - ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. - ImGuiWindow* WheelingWindow; + 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->RootWindow. + 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 HoveredId; // Hovered widget - bool HoveredIdAllowOverlap; + 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 @@ -1447,107 +2516,135 @@ struct ImGuiContext 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; - int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) - int ActiveIdBlockNavInputFlags; 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. + // Input Ownership + bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. + // Next window/item data - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + 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 ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() - ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() - ImVector FontStack; // Stack for PushFont()/PopFont() + 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; - // Navigation data (for gamepad/keyboard) - ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + // Viewports + ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. + + // 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) && 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 NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 - ImGuiID NavJustTabbedId; // Just tabbed to this id. + 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 NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiModFlags 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. - ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. - int NavScoringCount; // Metrics for debugging - ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. - ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f - ImGuiWindow* NavWindowingList; - float NavWindowingTimer; - float NavWindowingHighlightAlpha; - bool NavWindowingToggleLayer; 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. - int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing - bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid + 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. - bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest + + // 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; - ImRect NavInitResultRectRel; - bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items - bool NavMoveRequest; // Move request for this frame - ImGuiNavMoveFlags NavMoveRequestFlags; - ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) - ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request + 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; + ImGuiModFlags 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? - ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) - ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + 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 - // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) - ImGuiWindow* FocusRequestCurrWindow; // - ImGuiWindow* FocusRequestNextWindow; // - int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) - int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index - int FocusRequestNextCounterAll; // Stored for next frame - int FocusRequestNextCounterTab; // " - bool FocusTabPressed; // + // 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 - ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user - ImDrawDataBuilder DrawDataBuilder; float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) - ImDrawList BackgroundDrawList; // First draw list to be rendered. - ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays. ImGuiMouseCursor MouseCursor; // Drag and Drop bool DragDropActive; - bool DragDropWithinSourceOrTarget; + 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; + 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 - ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly - unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads + 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; @@ -1556,41 +2653,52 @@ struct ImGuiContext ImVector ShrinkWidthBuffer; // Widget state - ImVec2 LastValidMousePos; + ImVec2 MouseLastValidPos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; - ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - float ColorEditLastHue; - float ColorEditLastColor[3]; - ImVec4 ColorPickerRef; + 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 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? - int TooltipOverrideCount; - ImVector PrivateClipboard; // If no custom clipboard handler is defined - - // Range-Select/Multi-Select - // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] - ImGuiID MultiSelectScopeId; + 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 - ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor - ImVec2 PlatformImeLastPos; + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn + char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point // 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 - ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) + 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 - // Logging - bool LogEnabled; - ImGuiLogType LogType; - FILE* LogFile; // If != NULL log to stdout/ file + // 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; @@ -1598,75 +2706,87 @@ struct ImGuiContext int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools - bool DebugItemPickerActive; - ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + 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 WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " int WantTextInputNextFrame; - char TempBuffer[1024 * 3 + 1]; // Temporary text buffer + ImVector TempBuffer; // Temporary text buffer - ImGuiContext( ImFontAtlas* shared_font_atlas ) : BackgroundDrawList( &DrawListSharedData ), ForegroundDrawList( &DrawListSharedData ) + ImGuiContext( ImFontAtlas* shared_font_atlas ) { Initialized = false; - FrameScopeActive = FrameScopePushedImplicitWindow = false; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; Font = NULL; FontSize = FontBaseSize = 0.0f; - FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW( ImFontAtlas )(); Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; - HoveredRootWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; WheelingWindowTimer = 0.0f; - HoveredId = 0; + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; - HoveredIdPreviousFrame = 0; + 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; - ActiveIdAllowNavDirFlags = 0x00; - ActiveIdBlockNavInputFlags = 0x00; ActiveIdClickOffset = ImVec2( -1, -1 ); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; - + ActiveIdMouseButton = -1; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; ActiveIdPreviousFrameWindow = NULL; - LastActiveId = 0; LastActiveIdTimer = 0.0f; + ActiveIdUsingMouseWheel = false; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask.ClearAllBits(); + + CurrentItemFlags = ImGuiItemFlags_None; + BeginMenuCount = 0; + NavWindow = NULL; - NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; + NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavJustMovedToKeyMods = ImGuiModFlags_None; NavInputSource = ImGuiInputSource_None; - NavScoringRectScreen = ImRect(); - NavScoringCount = 0; - NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; - NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; - NavWindowingToggleLayer = false; NavLayer = ImGuiNavLayer_Main; - NavIdTabCounter = INT_MAX; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; @@ -1675,170 +2795,155 @@ struct ImGuiContext NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; - NavMoveFromClampedRefRect = false; - NavMoveRequest = false; - NavMoveRequestFlags = 0; - NavMoveRequestForward = ImGuiNavForward_None; - NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiModFlags_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; - FocusRequestCurrWindow = FocusRequestNextWindow = NULL; - FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX; - FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; - FocusTabPressed = false; + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; DimBgRatio = 0.0f; - BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging - ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; - DragDropActive = DragDropWithinSourceOrTarget = false; - DragDropSourceFlags = 0; + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; DragDropSourceFrameCount = -1; DragDropMouseButton = -1; DragDropTargetId = 0; - DragDropAcceptFlags = 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; - LastValidMousePos = ImVec2( 0.0f, 0.0f ); - TempInputTextId = 0; - ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; - ColorEditLastHue = 0.0f; - ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; + TempInputId = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditLastHue = ColorEditLastSat = 0.0f; + ColorEditLastColor = 0; + SliderGrabClickOffset = 0.0f; + 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; - MultiSelectScopeId = 0; - - PlatformImePos = PlatformImeLastPos = ImVec2( FLT_MAX, FLT_MAX ); + PlatformImeData.InputPos = ImVec2( 0.0f, 0.0f ); + PlatformImeDataPrev.InputPos = ImVec2( -1.0f, -1.0f ); // Different to ensure initial submission + 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; + DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; DebugItemPickerActive = false; - DebugItemPickerBreakID = 0; + DebugItemPickerBreakId = 0; memset( FramerateSecPerFrame, 0, sizeof( FramerateSecPerFrame ) ); - FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; - memset( TempBuffer, 0, sizeof( TempBuffer ) ); } }; //----------------------------------------------------------------------------- -// ImGuiWindow +// [SECTION] ImGuiWindowTempData, ImGuiWindow //----------------------------------------------------------------------------- // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. -// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (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 the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + 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; - int TreeDepth; // Current tree depth. - ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. - ImGuiID LastItemId; // ID for last item - ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) - ImRect LastItemRect; // Interaction rect for last item - ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + bool IsSameLine; + 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) - int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. - int NavLayerActiveMask; // Which layer have been written to (result from previous frame) - int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + 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() - int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) - int FocusCounterTab; // (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. - ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] - float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window - float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] - ImVectorItemFlagsStack; - ImVector ItemWidthStack; - ImVector TextWrapPosStack; - ImVectorGroupStack; - short StackSizesBackup[6]; // Store size of various stacks for asserting - - ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) - ImVec1 GroupOffset; - 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. - ImGuiColumns* CurrentColumns; // Current columns set - - ImGuiWindowTempData() - { - CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2( 0.0f, 0.0f ); - CurrLineSize = PrevLineSize = ImVec2( 0.0f, 0.0f ); - CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - TreeDepth = 0; - TreeMayJumpToParentOnPopMask = 0x00; - LastItemId = 0; - LastItemStatusFlags = 0; - LastItemRect = LastItemDisplayRect = ImRect(); - NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; - NavLayerCurrent = ImGuiNavLayer_Main; - NavLayerCurrentMask = ( 1 << ImGuiNavLayer_Main ); - NavHideHighlightOneFrame = false; - NavHasScroll = false; - MenuBarAppending = false; - MenuBarOffset = ImVec2( 0.0f, 0.0f ); - StateStorage = NULL; - LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; - FocusCounterAll = FocusCounterTab = -1; - - ItemFlags = ImGuiItemFlags_Default_; - ItemWidth = 0.0f; - TextWrapPos = -1.0f; - memset( StackSizesBackup, 0, sizeof( StackSizesBackup ) ); - - Indent = ImVec1( 0.0f ); - GroupOffset = ImVec1( 0.0f ); - ColumnsOffset = ImVec1( 0.0f ); - CurrentColumns = NULL; - } + 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; - ImGuiID ID; // == ImHash(Name) + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. 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(). + 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") @@ -1847,7 +2952,8 @@ struct IMGUI_API ImGuiWindow 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 ScrollbarSizes; // Size taken by scrollbars on each axis + 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 Active; // Set to true on Begin(), unless Collapsed bool WasActive; @@ -1856,50 +2962,59 @@ struct IMGUI_API ImGuiWindow 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 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; // Order within immediate parent window, if we are a child window. Otherwise 0. - short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + 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; - int HiddenFramesCanSkipItems; // Hide the window for N frames - int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size - ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. - ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. - ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. + 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. 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. + 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 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; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward). + 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 ContentsRegionRect; // 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. + 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. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; - ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; - ImVector ColumnsStorage; + ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() - int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) + 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 window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. + 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* 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. @@ -1907,9 +3022,9 @@ struct IMGUI_API ImGuiWindow ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space - bool MemoryCompacted; - int MemoryDrawListIdxCapacity; + 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 public: ImGuiWindow( ImGuiContext* context, const char* name ); @@ -1918,9 +3033,6 @@ public: 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. @@ -1959,38 +3071,8 @@ public: } }; -// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. -struct ImGuiItemHoveredDataBackup -{ - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; - ImRect LastItemDisplayRect; - - ImGuiItemHoveredDataBackup() - { - Backup(); - } - void Backup() - { - ImGuiWindow* window = GImGui->CurrentWindow; - LastItemId = window->DC.LastItemId; - LastItemStatusFlags = window->DC.LastItemStatusFlags; - LastItemRect = window->DC.LastItemRect; - LastItemDisplayRect = window->DC.LastItemDisplayRect; - } - void Restore() const - { - ImGuiWindow* window = GImGui->CurrentWindow; - window->DC.LastItemId = LastItemId; - window->DC.LastItemStatusFlags = LastItemStatusFlags; - window->DC.LastItemRect = LastItemRect; - window->DC.LastItemDisplayRect = LastItemDisplayRect; - } -}; - //----------------------------------------------------------------------------- -// Tab bar, tab item +// [SECTION] Tab bar, Tab item support //----------------------------------------------------------------------------- // Extend ImGuiTabBarFlags_ @@ -2004,56 +3086,69 @@ enum ImGuiTabBarFlagsPrivate_ // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { - ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout. + 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 }; -// Storage for one active tab item (sizeof() 26~32 bytes) +// Storage for one active tab item (sizeof() 40 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance - int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames float Offset; // Position relative to beginning of tab float Width; // Width currently displayed - float WidthContents; // Width of actual contents, stored during BeginTabItem() call + 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() + bool WantClose; // Marked as closed by SetTabItemClosed() ImGuiTabItem() { - ID = Flags = 0; + memset( this, 0, sizeof( *this ) ); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; - Offset = Width = WidthContents = 0.0f; + BeginOrder = IndexDuringLayout = -1; } }; -// Storage for a tab bar (sizeof() 92~96 bytes) -struct ImGuiTabBar +// 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 - ImGuiID NextSelectedTabId; + 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 LastTabContentHeight; // Record the height of contents submitted below the tab bar - float OffsetMax; // Distance from BarRect.Min.x, locked during layout - float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped - float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + 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; - ImGuiTabBarFlags Flags; + float ScrollingRectMinX; + float ScrollingRectMaxX; ImGuiID ReorderRequestTabId; - ImS8 ReorderRequestDir; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; bool WantLayout; bool VisibleTabWasSubmitted; - short LastTabItemIdx; // For BeginTabItem()/EndTabItem() + 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(); @@ -2069,12 +3164,296 @@ struct ImGuiTabBar }; //----------------------------------------------------------------------------- -// Internal API -// No guarantee of forward compatibility here. +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#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() + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS8 ImGuiTableColumnIdx; +typedef ImU8 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 104 +// 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; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 +struct ImGuiTableCellData +{ + 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 needs they could be moved to ImGuiTableTempData ?) +struct ImGuiTableInstanceData +{ + float LastOuterHeight; // Outer height from last frame // FIXME: multi-instance issue (#3955) + float LastFirstRowHeight; // Height of first row from last frame // FIXME: possible multi-instance issue? + + ImGuiTableInstanceData() + { + LastOuterHeight = LastFirstRowHeight = 0.0f; + } +}; + +// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +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 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. + 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 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 ); + } +}; + +// 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. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + + 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() + + 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; + } +}; + +// 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) + + ImGuiTableSettings() + { + memset( this, 0, sizeof( *this ) ); + } + ImGuiTableColumnSettings* GetColumnSettings() + { + return ( ImGuiTableColumnSettings* )( this + 1 ); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! //----------------------------------------------------------------------------- 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. @@ -2092,64 +3471,115 @@ inline ImGuiWindow* GetCurrentWindow() } 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 ); +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 UpdateWindowParentAndRootLinks( ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window ); -IMGUI_API ImVec2 CalcWindowExpectedSize( ImGuiWindow* window ); -IMGUI_API bool IsWindowChildOf( ImGuiWindow* window, ImGuiWindow* potential_parent ); -IMGUI_API bool IsWindowNavFocusable( ImGuiWindow* window ); -IMGUI_API ImRect GetWindowAllowedExtentRect( 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 GcCompactTransientWindowBuffers( ImGuiWindow* window ); -IMGUI_API void GcAwakeTransientWindowBuffers( 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* ) +inline ImDrawList* GetForegroundDrawList( ImGuiWindow* window ) { - ImGuiContext& g = *GImGui; // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. - return &g.ForegroundDrawList; + IM_UNUSED( window ); // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + return GetForegroundDrawList(); } +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. // 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(). +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 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 SetWindowViewport( ImGuiWindow* window, ImGuiViewportP* viewport ); + // 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 void AddSettingsHandler( const ImGuiSettingsHandler* handler ); +IMGUI_API void RemoveSettingsHandler( const char* type_name ); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler( const char* type_name ); // Scrolling -IMGUI_API void SetScrollX( ImGuiWindow* window, float new_scroll_x ); -IMGUI_API void SetScrollY( ImGuiWindow* window, float new_scroll_y ); -IMGUI_API void SetScrollFromPosX( ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f ); -IMGUI_API void SetScrollFromPosY( ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f ); -IMGUI_API ImVec2 ScrollToBringRectIntoView( ImGuiWindow* window, const ImRect& item_rect ); +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; // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) + return g.LastItemData.ID; +} +inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; - return g.CurrentWindow->DC.LastItemId; + return g.LastItemData.StatusFlags; +} +inline ImGuiItemFlags GetItemFlags() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.InFlags; } inline ImGuiID GetActiveID() { @@ -2167,100 +3597,266 @@ 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 ); -IMGUI_API void PushOverrideID( 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_offset_y = 0.0f ); -IMGUI_API void ItemSize( const ImRect& bb, float text_offset_y = 0.0f ); -IMGUI_API bool ItemAdd( const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL ); +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 ); -IMGUI_API bool IsClippedEx( const ImRect& bb, ImGuiID id, bool clip_even_when_logged ); -IMGUI_API bool FocusableItemRegister( ImGuiWindow* window, ImGuiID id ); // Return true if focus is requested -IMGUI_API void FocusableItemUnregister( ImGuiWindow* window ); +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 void PushItemFlag( ImGuiItemFlags option, bool enabled ); -IMGUI_API void PopItemFlag(); -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 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(); + +#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 ); // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + IM_UNUSED( window ); + IM_UNUSED( id ); + return false; +} +inline void FocusableItemUnregister( ImGuiWindow* window ) +{ + IM_ASSERT( 0 ); // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem + IM_UNUSED( window ); +} +#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 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 void OpenPopupEx( ImGuiID id ); +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 bool IsPopupOpen( ImGuiID id ); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! +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( ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true ); +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 = ImGuiPopupPositionPolicy_Default ); +IMGUI_API ImVec2 FindBestWindowPosForPopupEx( const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy ); -// Navigation +// 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 NavMoveRequestForward( ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags ); +IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping( ImGuiWindow* window, ImGuiNavMoveFlags move_flags ); -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 CalcTypematicPressedRepeatAmount( float t, float t_prev, float repeat_delay, float repeat_rate ); +IMGUI_API const char* GetNavInputName( ImGuiNavInput n ); +IMGUI_API float GetNavInputAmount( ImGuiNavInput n, ImGuiNavReadMode mode ); +IMGUI_API ImVec2 GetNavInputAmount2d( ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode 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, int nav_layer ); -IMGUI_API void SetNavIDWithRectRel( ImGuiID id, int nav_layer, const ImRect& rect_rel ); +IMGUI_API void SetNavWindow( ImGuiWindow* window ); +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; // Focus scope which is actually active + return g.NavFocusScopeId; +} +inline ImGuiID GetFocusScope() +{ + ImGuiContext& g = *GImGui; // Focus scope we are outputting into, set by PushFocusScope() + return g.CurrentWindow->DC.NavFocusScopeIdCurrent; +} // Inputs -IMGUI_API bool IsMouseDragPastThreshold( int button, float lock_threshold = -1.0f ); -inline bool IsKeyPressedMap( ImGuiKey key, bool repeat = true ) +// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. +inline bool IsNamedKey( ImGuiKey key ) { - const int key_index = GImGui->IO.KeyMap[key]; - return ( key_index >= 0 ) ? IsKeyPressed( key_index, repeat ) : false; + 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 ) { - return GImGui->IO.NavInputs[n] > 0.0f; + ImGuiContext& g = *GImGui; + return g.IO.NavInputs[n] > 0.0f; } -inline bool IsNavInputPressed( ImGuiNavInput n, ImGuiInputReadMode mode ) +inline bool IsNavInputTest( ImGuiNavInput n, ImGuiNavReadMode rm ) { - return GetNavInputAmount( n, mode ) > 0.0f; + return ( GetNavInputAmount( n, rm ) > 0.0f ); } -inline bool IsNavInputPressedAnyOfTwo( ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode ) +IMGUI_API ImGuiModFlags GetMergedModFlags(); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +inline bool IsKeyPressedMap( ImGuiKey key, bool repeat = true ) { - return ( GetNavInputAmount( n1, mode ) + GetNavInputAmount( n2, mode ) ) > 0.0f; + IM_ASSERT( IsNamedKey( key ) ); // [removed in 1.87] + return IsKeyPressed( key, repeat ); } +#endif // Drag and Drop +IMGUI_API bool IsDragDropActive(); IMGUI_API bool BeginDragDropTargetCustom( const ImRect& bb, ImGuiID id ); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); -// New Columns API (FIXME-WIP) -IMGUI_API void BeginColumns( const char* str_id, int count, ImGuiColumnsFlags flags = 0 ); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). -IMGUI_API void EndColumns(); // close columns +// 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 ImGuiColumns* FindOrCreateColumns( ImGuiWindow* window, ImGuiID id ); -IMGUI_API float GetColumnOffsetFromNorm( const ImGuiColumns* columns, float offset_norm ); -IMGUI_API float GetColumnNormFromOffset( const ImGuiColumns* columns, float offset ); +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 ); +inline ImGuiTableInstanceData* TableGetInstanceData( ImGuiTable* table, int instance_no ) +{ + if( instance_no == 0 ) + { + return &table->InstanceDataFirst; + } + return &table->InstanceDataExtra[instance_no - 1]; +} +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 TableSettingsAddSettingsHandler(); +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 ); IMGUI_API ImGuiTabItem* TabBarFindTabByID( ImGuiTabBar* tab_bar, ImGuiID tab_id ); IMGUI_API void TabBarRemoveTab( ImGuiTabBar* tab_bar, ImGuiID tab_id ); IMGUI_API void TabBarCloseTab( ImGuiTabBar* tab_bar, ImGuiTabItem* tab ); -IMGUI_API void TabBarQueueChangeTabOrder( ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir ); +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 ); 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 bool TabItemLabelAndCloseButton( ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id ); +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. @@ -2272,48 +3868,40 @@ IMGUI_API void RenderTextClippedEx( ImDrawList* draw_list, const ImVec2 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( ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0 ); -IMGUI_API void RenderCheckMark( ImVec2 pos, ImU32 col, float sz ); +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 LogRenderedText( const ImVec2* ref_pos, const char* text, const char* text_end = NULL ); +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 RenderMouseCursor( ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow ); +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 RenderRectFilledRangeH( ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding ); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// 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 +IMGUI_API void RenderRectFilledWithHole( ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding ); // 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 ); -IMGUI_API bool ArrowButtonEx( const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags ); +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, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners ); -IMGUI_API ImGuiID GetScrollbarID( ImGuiWindow* window, 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* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags ); -IMGUI_API bool SliderBehavior( const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb ); +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 ); 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 @@ -2322,24 +3910,34 @@ 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 bool DragBehaviorT( ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags 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, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb ); -template IMGUI_API float SliderCalcRatioFromValueT( ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos ); -template IMGUI_API T RoundScalarWithFormatT( const char* format, ImGuiDataType data_type, T 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* data_ptr, const char* format ); -IMGUI_API void DataTypeApplyOp( ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2 ); -IMGUI_API bool DataTypeApplyOpFromText( const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format ); +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 TempInputTextScalar( const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format ); -inline bool TempInputTextIsActive( 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.TempInputTextId == id ); + return ( g.ActiveId == id && g.TempInputId == id ); +} +inline ImGuiInputTextState* GetInputTextState( ImGuiID id ) +{ + ImGuiContext& g = *GImGui; // Get input text state if active + return ( g.InputTextState.ID == id ) ? &g.InputTextState : NULL; } // Color @@ -2348,57 +3946,99 @@ IMGUI_API void ColorEditOptionsPopup( const float* col, ImGuiColorEditF IMGUI_API void ColorPickerOptionsPopup( const float* ref_col, ImGuiColorEditFlags flags ); // Plot -IMGUI_API void 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 ); +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 Log +IMGUI_API void DebugLog( const char* fmt, ... ) IM_FMTARGS( 1 ); +IMGUI_API void DebugLogV( const char* fmt, va_list args ) IM_FMTLIST( 1 ); + // 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() { - GImGui->DebugItemPickerActive = true; + 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 DebugNodeDrawList( ImGuiWindow* window, 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 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 -// ImFontAtlas internals -IMGUI_API bool ImFontAtlasBuildWithStbTruetype( ImFontAtlas* atlas ); -IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects( 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 ); -IMGUI_API void ImFontAtlasBuildFinish( ImFontAtlas* atlas ); -IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable( unsigned char out_table[256], float in_multiply_factor ); -IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8( const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride ); -// Debug Tools -// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. -#ifndef IM_DEBUG_BREAK - #if defined(__clang__) - #define IM_DEBUG_BREAK() __builtin_debugtrap() - #elif defined (_MSC_VER) - #define IM_DEBUG_BREAK() __debugbreak() - #else - #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! - #endif -#endif // #ifndef IM_DEBUG_BREAK +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- -// Test Engine Hooks (imgui_tests) -//#define IMGUI_ENABLE_TEST_ENGINE -#ifdef IMGUI_ENABLE_TEST_ENGINE - extern void ImGuiTestEngineHook_PreNewFrame( ImGuiContext* ctx ); - extern void ImGuiTestEngineHook_PostNewFrame( ImGuiContext* ctx ); - extern void ImGuiTestEngineHook_ItemAdd( ImGuiContext* ctx, const ImRect& bb, ImGuiID id ); - extern void ImGuiTestEngineHook_ItemInfo( ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags ); - extern void ImGuiTestEngineHook_Log( ImGuiContext* ctx, const char* fmt, ... ); - #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box - #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) - #define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log -#else - #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) - #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) - #define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0) +// This structure is likely to evolve as we add support for incremental atlas updates +struct ImFontBuilderIO +{ + bool ( *FontBuilder_Build )( ImFontAtlas* atlas ); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE + IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); #endif +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 ); +IMGUI_API void ImFontAtlasBuildFinish( ImFontAtlas* atlas ); +IMGUI_API 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 ); +IMGUI_API 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 ); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable( unsigned char out_table[256], float in_multiply_factor ); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8( const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride ); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE + extern void ImGuiTestEngineHook_ItemAdd( ImGuiContext* ctx, const ImRect& bb, ImGuiID id ); + 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 ); + + #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 +#else + #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) + #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- #if defined(__clang__) #pragma clang diagnostic pop @@ -2409,3 +4049,5 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8( const unsigned c #ifdef _MSC_VER #pragma warning (pop) #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/neo/libs/imgui/imgui_tables.cpp b/neo/libs/imgui/imgui_tables.cpp new file mode 100644 index 00000000..43fca414 --- /dev/null +++ b/neo/libs/imgui/imgui_tables.cpp @@ -0,0 +1,4755 @@ +// dear imgui, v1.88 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - 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. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - 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 +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - 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 -> 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) +// 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, 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! +// - 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) +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of 'init_width_or_weight == -1'. +// - 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. +//----------------------------------------------------------------------------- +// 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 +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - 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. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manual 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(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// 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. +// 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. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - 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. +// 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). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) + #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_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 + #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 + #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: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) + #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 + #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 (typically 0.0f) is ok. + #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. + #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness + #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 + #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 "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') + #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated + #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) + #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 +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +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_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: 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: 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: 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; + } + + return flags; +} + +ImGuiTable* ImGui::TableFindByID( ImGuiID 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 ); +} + +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; + if( instance_no > 0 && table->InstanceDataExtra.Size < instance_no ) + { + table->InstanceDataExtra.push_back( ImGuiTableInstanceData() ); + } + + // 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_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) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations per number of nested tables +// + 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. +// 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 ); +} + +// 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; + } +} + +// 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. +// 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; + 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_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; + } + + ImGuiTableInstanceData* table_instance = TableGetInstanceData( table, table->InstanceCurrent ); + 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_instance->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_instance->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 ); + } +} + +// 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. +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. + ImGuiTableInstanceData* table_instance = TableGetInstanceData( table, table->InstanceCurrent ); + 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_instance->LastOuterHeight ); + const float hit_y2_head = hit_y1 + table_instance->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 ); + } + } +} + +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 + 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; + } + + // 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 ); + } +#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() + 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( table->EnabledMaskByIndex & ( ( ImU64 )1 << 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 = 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 +// 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 ); + } +} + +// [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] ); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + 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 ); +} + +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]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - 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; +} + +// 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; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// 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 ); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID( const 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; +} + +// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if( !table ) + { + return -1; + } + return ( int )table->HoveredColumnBody; +} + +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 ); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [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; +} + +// [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; +} + +// [Internal] 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; + } + } +} + +// [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 ) + { + TableGetInstanceData( table, table->InstanceCurrent )->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; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + 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; +} + +// [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; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// 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; + } +} + +// [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 ); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- + +// 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; +} + +// 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 ); +} + +// '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_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 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; +} + +// 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; +} + +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 ); + } +} + +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 ); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// 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 ); +} + +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 ); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// 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 ); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// 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 +#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 ) ); + } +#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 ) ); + } +} + +// 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 + ImGuiTableInstanceData* table_instance = TableGetInstanceData( table, table->InstanceCurrent ); + 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_instance->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(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// 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. +// 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; + } + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if( !table->IsLayoutLocked ) + { + TableUpdateLayout( table ); + } + + TableSortSpecsBuild( table ); + + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection( ImGuiTableColumn* column, int n ) +{ + 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; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +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; +} + +// 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; +} + +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; +} + +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; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableHeadersRow() +// - TableHeader() +//------------------------------------------------------------------------- + +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; +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. +// 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. + } +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// 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 ); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableDrawContextMenu() [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 ); + } +} + +// 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) +#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 ); + } + } +#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(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// 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; +} + +static size_t TableSettingsCalcChunkSize( int columns_count ) +{ + 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; +} + +// 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; +} + +// 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; +} + +// 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 +} + +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(); +} + +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; + } +} + +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(); +} + +// 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; + } +} + +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 ); +} + +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; + } + } +} + +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::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 ); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove( ImGuiTable* table ) +{ + //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_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: 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; +} + +void ImGui::TableGcCompactTransientBuffers( ImGuiTableTempData* temp_data ) +{ + 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 ); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#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"; +} + +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; + } + if( table->InstanceCurrent > 0 ) + { + ImGui::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 ); + //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(); +} + +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(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable( ImGuiTable* ) {} +void ImGui::DebugNodeTableSettings( ImGuiTableSettings* ) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// 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; +} + +int ImGui::GetColumnIndex() +{ + 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; +} + +float ImGui::GetColumnOffsetFromNorm( const ImGuiOldColumns* columns, float offset_norm ) +{ + return offset_norm * ( columns->OffMaxX - columns->OffMinX ); +} + +float ImGui::GetColumnNormFromOffset( const ImGuiOldColumns* columns, float offset ) +{ + 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; +} + +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; +} + +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 ); +} + +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 ); +} + +void ImGui::SetColumnOffset( int column_index, float offset ) +{ + 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 ); + + 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( 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 ); + + 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; + } + + 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 ); +} + +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 ); +} + +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; +} + +ImGuiID ImGui::GetColumnsID( const char* str_id, int columns_count ) +{ + 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(); + + 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; +} + +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; +} + +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 ); +} + +void ImGui::Columns( int columns_count, const char* id, bool border ) +{ + 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; + } + + if( columns != NULL ) + { + EndColumns(); + } + + if( columns_count != 1 ) + { + BeginColumns( id, columns_count, flags ); + } +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/neo/libs/imgui/imgui_widgets.cpp b/neo/libs/imgui/imgui_widgets.cpp index 0bf613d8..64be5393 100644 --- a/neo/libs/imgui/imgui_widgets.cpp +++ b/neo/libs/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.73 +// dear imgui, v1.88 // (widgets code) /* @@ -33,11 +33,14 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" +// System includes #include // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t @@ -45,34 +48,51 @@ Index of this file: #include // intptr_t #endif +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + // 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: 4127) // condition expression is constant + #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen + #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: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything #if defined(__clang__) - #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 (typically 0.0f) is ok. - #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. - #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // - #if __has_warning("-Wzero-as-null-pointer-constant") - #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 - #endif - #if __has_warning("-Wdouble-promotion") - #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. + #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 + #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 (typically 0.0f) is ok. + #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. + #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness + #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 + #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 "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') + #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated + #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) - #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 "-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 //------------------------------------------------------------------------- // Data //------------------------------------------------------------------------- +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +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; @@ -105,13 +125,14 @@ static const ImU64 IM_U64_MIN = 0; //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter( unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data ); +static bool InputTextFilterCharacter( 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 ); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. //------------------------------------------------------------------------- +// - TextEx() [Internal] // - TextUnformatted() // - Text() // - TextV() @@ -134,9 +155,15 @@ void ImGui::TextEx( const char* text, const char* text_end, ImGuiTextFlags flags { return; } - ImGuiContext& g = *GImGui; - IM_ASSERT( text != NULL ); + + // Accept null ranges + if( text == text_end ) + { + text = text_end = ""; + } + + // Calculate length const char* text_begin = text; if( text_end == NULL ) { @@ -146,7 +173,23 @@ void ImGui::TextEx( const char* text, const char* text_end, ImGuiTextFlags flags 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 ) + 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 @@ -189,7 +232,7 @@ void ImGui::TextEx( const char* text, const char* text_end, ImGuiTextFlags flags ImRect line_rect( pos, pos + ImVec2( FLT_MAX, line_height ) ); while( line < text_end ) { - if( IsClippedEx( line_rect, 0, false ) ) + if( IsClippedEx( line_rect, 0 ) ) { break; } @@ -228,24 +271,9 @@ void ImGui::TextEx( const char* text, const char* text_end, ImGuiTextFlags flags text_size.y = ( pos - text_pos ).y; ImRect bb( text_pos, text_pos + text_size ); - ItemSize( 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 ); - 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 ); - } } void ImGui::TextUnformatted( const char* text, const char* text_end ) @@ -269,9 +297,10 @@ void ImGui::TextV( const char* fmt, va_list args ) return; } - 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 ); + // FIXME-OPT: Handle the %s shortcut? + 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, ... ) @@ -285,7 +314,14 @@ void ImGui::TextColored( const ImVec4& col, const char* fmt, ... ) void ImGui::TextColoredV( const ImVec4& col, const char* fmt, va_list args ) { PushStyleColor( ImGuiCol_Text, col ); - TextV( fmt, args ); + 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(); } @@ -299,8 +335,16 @@ void ImGui::TextDisabled( const char* fmt, ... ) void ImGui::TextDisabledV( const char* fmt, va_list args ) { - PushStyleColor( ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled] ); - TextV( fmt, 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(); } @@ -314,13 +358,20 @@ void ImGui::TextWrapped( const char* fmt, ... ) void ImGui::TextWrappedV( const char* fmt, va_list args ) { - ImGuiWindow* window = GetCurrentWindow(); - bool need_backup = ( window->DC.TextWrapPos < 0.0f ); // Keep existing wrap position if one is already set + 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 ); } - TextV( fmt, args ); + 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(); @@ -348,9 +399,14 @@ void ImGui::LabelTextV( const char* label, const char* fmt, va_list args ) const ImGuiStyle& style = g.Style; const float w = CalcItemWidth(); + 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 ImRect value_bb( window->DC.CursorPos, window->DC.CursorPos + ImVec2( w, label_size.y + style.FramePadding.y * 2 ) ); - const ImRect total_bb( window->DC.CursorPos, window->DC.CursorPos + ImVec2( w + ( label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f ), style.FramePadding.y * 2 ) + label_size ); + + 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 ) ) { @@ -358,9 +414,7 @@ void ImGui::LabelTextV( const char* label, const char* fmt, va_list args ) } // Render - 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 ); - RenderTextClipped( value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2( 0.0f, 0.5f ) ); + 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 ); @@ -387,13 +441,14 @@ void ImGui::BulletTextV( const char* fmt, va_list args ) 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 char* text_begin, *text_end; + ImFormatStringToTempBufferV( &text_begin, &text_end, fmt, args ); const ImVec2 label_size = CalcTextSize( text_begin, text_end, false ); - const float text_base_offset_y = ImMax( 0.0f, window->DC.CurrLineTextBaseOffset ); // Latch before ItemSize changes it - 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 + ( label_size.x > 0.0f ? ( label_size.x + style.FramePadding.x * 2 ) : 0.0f ), ImMax( line_height, label_size.y ) ) ); // Empty text doesn't add padding - ItemSize( bb ); + 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; @@ -401,8 +456,8 @@ void ImGui::BulletTextV( const char* fmt, va_list args ) // Render 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 ); - RenderText( bb.Min + ImVec2( g.FontSize + style.FramePadding.x * 2, text_base_offset_y ), text_begin, text_end, false ); + 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 ); } //------------------------------------------------------------------------- @@ -415,11 +470,14 @@ void ImGui::BulletTextV( const char* fmt, va_list args ) // - ArrowButton() // - CloseButton() [Internal] // - CollapseButton() [Internal] -// - ScrollbarEx() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] // - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] // - Image() // - ImageButton() // - Checkbox() +// - CheckboxFlagsT() [Internal] // - CheckboxFlags() // - RadioButton() // - ProgressBar() @@ -485,40 +543,29 @@ bool ImGui::ButtonBehavior( const ImRect& bb, ImGuiID id, bool* out_hovered, boo ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - if( flags & ImGuiButtonFlags_Disabled ) + // Default only reacts to left mouse button + if( ( flags & ImGuiButtonFlags_MouseButtonMask_ ) == 0 ) { - if( out_hovered ) - { - *out_hovered = false; - } - if( out_held ) - { - *out_held = false; - } - if( g.ActiveId == id ) - { - ClearActiveID(); - } - return false; + flags |= ImGuiButtonFlags_MouseButtonDefault_; } - // Default behavior requires click+release on same spot - if( ( flags & ( ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick ) ) == 0 ) + // Default behavior requires click + release inside bounding box + if( ( flags & ImGuiButtonFlags_PressedOnMask_ ) == 0 ) { - flags |= ImGuiButtonFlags_PressedOnClickRelease; + flags |= ImGuiButtonFlags_PressedOnDefault_; } ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = ( flags & ImGuiButtonFlags_FlattenChildren ) && g.HoveredRootWindow == window; + const bool flatten_hovered_children = ( flags & ImGuiButtonFlags_FlattenChildren ) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; if( flatten_hovered_children ) { g.HoveredWindow = window; } #ifdef IMGUI_ENABLE_TEST_ENGINE - if( id != 0 && window->DC.LastItemId != id ) + if( id != 0 && g.LastItemData.ID != id ) { - ImGuiTestEngineHook_ItemAdd( &g, bb, id ); + IMGUI_TEST_ENGINE_ITEM_ADD( bb, id ); } #endif @@ -537,9 +584,10 @@ bool ImGui::ButtonBehavior( const ImRect& bb, ImGuiID id, bool* out_hovered, boo { hovered = true; SetHoveredID( id ); - if( CalcTypematicPressedRepeatAmount( g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f ) ) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + 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 ); } } @@ -555,48 +603,94 @@ bool ImGui::ButtonBehavior( const ImRect& bb, ImGuiID id, bool* out_hovered, boo hovered = false; } - // Mouse + // Mouse handling if( hovered ) { if( !( flags & ImGuiButtonFlags_NoKeyModifiers ) || ( !g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt ) ) { - if( ( flags & ImGuiButtonFlags_PressedOnClickRelease ) && g.IO.MouseClicked[0] ) + // Poll buttons + int mouse_button_clicked = -1; + if( ( flags & ImGuiButtonFlags_MouseButtonLeft ) && g.IO.MouseClicked[0] ) { - SetActiveID( id, window ); - if( !( flags & ImGuiButtonFlags_NoNavFocus ) ) - { - SetFocusID( id, window ); - } - FocusWindow( window ); + mouse_button_clicked = 0; } - if( ( ( flags & ImGuiButtonFlags_PressedOnClick ) && g.IO.MouseClicked[0] ) || ( ( flags & ImGuiButtonFlags_PressedOnDoubleClick ) && g.IO.MouseDoubleClicked[0] ) ) + else if( ( flags & ImGuiButtonFlags_MouseButtonRight ) && g.IO.MouseClicked[1] ) { - pressed = true; - if( flags & ImGuiButtonFlags_NoHoldingActiveID ) - { - ClearActiveID(); - } - else - { - SetActiveID( id, window ); // Hold on ID - } - FocusWindow( window ); + mouse_button_clicked = 1; } - if( ( flags & ImGuiButtonFlags_PressedOnRelease ) && g.IO.MouseReleased[0] ) + else if( ( flags & ImGuiButtonFlags_MouseButtonMiddle ) && g.IO.MouseClicked[2] ) { - if( !( ( flags & ImGuiButtonFlags_Repeat ) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay ) ) // Repeat mode trumps + mouse_button_clicked = 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 ) + { + int mouse_button_released = -1; + 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_released != -1 ) + { + const bool has_repeated_at_least_once = ( flags & ImGuiButtonFlags_Repeat ) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if( !has_repeated_at_least_once ) + { + pressed = true; + } + if( !( flags & ImGuiButtonFlags_NoNavFocus ) ) + { + SetFocusID( id, window ); + } + ClearActiveID(); } - 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( ( flags & ImGuiButtonFlags_Repeat ) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked( 0, true ) ) - { - pressed = true; - } + if( g.ActiveId == id && ( flags & ImGuiButtonFlags_Repeat ) ) + if( g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked( g.ActiveIdMouseButton, true ) ) + { + pressed = true; + } } if( pressed ) @@ -608,55 +702,53 @@ bool ImGui::ButtonBehavior( const ImRect& bb, ImGuiID id, bool* out_hovered, boo // 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_NoHoveredOnNav ) ) + if( !( flags & ImGuiButtonFlags_NoHoveredOnFocus ) ) { hovered = true; } - if( g.NavActivateDownId == id ) { bool nav_activated_by_code = ( g.NavActivateId == id ); - bool nav_activated_by_inputs = IsNavInputPressed( ImGuiNavInput_Activate, ( flags & ImGuiButtonFlags_Repeat ) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed ); + bool nav_activated_by_inputs = IsNavInputTest( ImGuiNavInput_Activate, ( flags & ImGuiButtonFlags_Repeat ) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed ); if( nav_activated_by_code || nav_activated_by_inputs ) - { - pressed = true; - } - if( nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id ) { // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - g.NavActivateId = id; // This is so SetActiveId assign a Nav source + pressed = true; SetActiveID( id, window ); - if( ( nav_activated_by_code || nav_activated_by_inputs ) && !( flags & ImGuiButtonFlags_NoNavFocus ) ) + g.ActiveIdSource = ImGuiInputSource_Nav; + if( !( flags & ImGuiButtonFlags_NoNavFocus ) ) { SetFocusID( id, window ); } - g.ActiveIdAllowNavDirFlags = ( 1 << ImGuiDir_Left ) | ( 1 << ImGuiDir_Right ) | ( 1 << ImGuiDir_Up ) | ( 1 << ImGuiDir_Down ); } } + // Process while held bool held = false; if( g.ActiveId == id ) { - if( pressed ) - { - g.ActiveIdHasBeenPressedBefore = true; - } if( g.ActiveIdSource == ImGuiInputSource_Mouse ) { if( g.ActiveIdIsJustActivated ) { g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; } - if( g.IO.MouseDown[0] ) + + const int mouse_button = g.ActiveIdMouseButton; + IM_ASSERT( mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT ); + if( g.IO.MouseDown[mouse_button] ) { held = true; } else { - if( hovered && ( flags & ImGuiButtonFlags_PressedOnClickRelease ) && !g.DragDropActive ) + bool release_in = hovered && ( flags & ImGuiButtonFlags_PressedOnClickRelease ) != 0; + bool release_anywhere = ( flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere ) != 0; + if( ( release_in || release_anywhere ) && !g.DragDropActive ) { - bool is_double_click_release = ( flags & ImGuiButtonFlags_PressedOnDoubleClick ) && g.IO.MouseDownWasDoubleClick[0]; - bool is_repeating_already = ( flags & ImGuiButtonFlags_Repeat ) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + // 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; @@ -671,11 +763,16 @@ bool ImGui::ButtonBehavior( const ImRect& bb, ImGuiID id, bool* out_hovered, boo } 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 ) @@ -717,10 +814,11 @@ bool ImGui::ButtonEx( const char* label, const ImVec2& size_arg, ImGuiButtonFlag return false; } - if( window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat ) + if( g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat ) { flags |= ImGuiButtonFlags_Repeat; } + bool hovered, held; bool pressed = ButtonBehavior( bb, id, &hovered, &held, flags ); @@ -728,19 +826,24 @@ bool ImGui::ButtonEx( const char* label, const ImVec2& size_arg, ImGuiButtonFlag 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 ); // Automatically close popups //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) // CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO( id, label, window->DC.LastItemStatusFlags ); + 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, 0 ); + return ButtonEx( label, size_arg, ImGuiButtonFlags_None ); } // Small buttons fits within text without additional vertical spacing. @@ -756,8 +859,9 @@ bool ImGui::SmallButton( const char* label ) // 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 ) +bool ImGui::InvisibleButton( const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags ) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if( window->SkipItems ) { @@ -777,30 +881,31 @@ bool ImGui::InvisibleButton( const char* str_id, const ImVec2& size_arg ) } bool hovered, held; - bool pressed = ButtonBehavior( bb, id, &hovered, &held ); + bool pressed = ButtonBehavior( bb, id, &hovered, &held, flags ); + 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; } - ImGuiContext& g = *GImGui; 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 : 0.0f ); + ItemSize( size, ( size.y >= default_size ) ? g.Style.FramePadding.y : -1.0f ); if( !ItemAdd( bb, id ) ) { return false; } - if( window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat ) + if( g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat ) { flags |= ImGuiButtonFlags_Repeat; } @@ -815,34 +920,45 @@ bool ImGui::ArrowButtonEx( const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiB 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; } bool ImGui::ArrowButton( const char* str_id, ImGuiDir dir ) { float sz = GetFrameHeight(); - return ArrowButtonEx( str_id, dir, ImVec2( sz, sz ), 0 ); + return ArrowButtonEx( str_id, dir, ImVec2( sz, sz ), ImGuiButtonFlags_None ); } // Button to close a window -bool ImGui::CloseButton( ImGuiID id, const ImVec2& pos ) //, float size) +bool ImGui::CloseButton( ImGuiID id, const ImVec2& pos ) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence 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). + // 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 ); - bool is_clipped = !ItemAdd( bb, id ); + 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 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 ); bool hovered, held; - bool pressed = ButtonBehavior( bb, id, &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 ) @@ -872,15 +988,14 @@ bool ImGui::CollapseButton( ImGuiID id, const ImVec2& pos ) // Render 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(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12 ); + window->DrawList->AddCircleFilled( bb.GetCenter()/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12 ); } RenderArrow( window->DrawList, bb.Min + g.Style.FramePadding, 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() ) + if( IsItemActive() && IsMouseDragging( 0 ) ) { StartMouseMovingWindow( window ); } @@ -888,9 +1003,62 @@ bool ImGui::CollapseButton( ImGuiID id, const ImVec2& pos ) return pressed; } -ImGuiID ImGui::GetScrollbarID( ImGuiWindow* window, ImGuiAxis axis ) +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 ); + } +} + +void ImGui::Scrollbar( ImGuiAxis axis ) +{ + 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 @@ -899,7 +1067,7 @@ ImGuiID ImGui::GetScrollbarID( ImGuiWindow* window, ImGuiAxis axis ) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx( const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners ) +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; @@ -908,6 +1076,8 @@ bool ImGui::ScrollbarEx( const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, flo return false; } + KeepAliveID( id ); + 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 ) @@ -915,7 +1085,7 @@ bool ImGui::ScrollbarEx( const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, flo 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 resize grab) + // 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 ) { @@ -928,19 +1098,18 @@ bool ImGui::ScrollbarEx( const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, flo const ImGuiStyle& style = g.Style; const bool allow_interaction = ( alpha >= 1.0f ); - const bool horizontal = ( axis == ImGuiAxis_X ); ImRect bb = bb_frame; - bb.Expand( ImVec2( -ImClamp( ( float )( int )( ( bb_frame_width - 2.0f ) * 0.5f ), 0.0f, 3.0f ), -ImClamp( ( float )( int )( ( bb_frame_height - 2.0f ) * 0.5f ), 0.0f, 3.0f ) ) ); + 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 = horizontal ? bb.GetWidth() : bb.GetHeight(); + 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 float win_size_v = ImMax( ImMax( size_contents_v, size_avail_v ), 1.0f ); - const float grab_h_pixels = ImClamp( scrollbar_size_v * ( size_avail_v / win_size_v ), style.GrabMinSize, scrollbar_size_v ); + 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(). @@ -948,13 +1117,13 @@ bool ImGui::ScrollbarEx( const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, flo bool hovered = false; ButtonBehavior( bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus ); - float scroll_max = ImMax( 1.0f, size_contents_v - size_avail_v ); - float scroll_ratio = ImSaturate( *p_scroll_v / scroll_max ); - float grab_v_norm = scroll_ratio * ( scrollbar_size_v - grab_h_pixels ) / scrollbar_size_v; + 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 ) { - float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; - float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + 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 ); @@ -975,13 +1144,13 @@ bool ImGui::ScrollbarEx( const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, flo } } - // Apply scroll + // 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 = ( float )( int )( 0.5f + scroll_v_norm * scroll_max ); //(win_size_contents_v - win_size_v)); + *p_scroll_v = ( ImS64 )( scroll_v_norm * scroll_max ); // Update values for rendering - scroll_ratio = ImSaturate( *p_scroll_v / scroll_max ); + 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 @@ -992,10 +1161,11 @@ bool ImGui::ScrollbarEx( const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, flo } // Render - window->DrawList->AddRectFilled( bb_frame.Min, bb_frame.Max, GetColorU32( ImGuiCol_ScrollbarBg ), window->WindowRounding, rounding_corners ); + 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( horizontal ) + 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 ); } @@ -1008,38 +1178,6 @@ bool ImGui::ScrollbarEx( const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, flo return held; } -void ImGui::Scrollbar( ImGuiAxis axis ) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - const ImGuiID id = GetScrollbarID( window, axis ); - KeepAliveID( id ); - - // Calculate scrollbar bounding box - 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]; - IM_ASSERT( scrollbar_size > 0.0f ); - const float other_scrollbar_size = window->ScrollbarSizes[axis]; - ImDrawCornerFlags rounding_corners = ( other_scrollbar_size <= 0.0f ) ? ImDrawCornerFlags_BotRight : 0; - ImRect bb; - if( axis == ImGuiAxis_X ) - { - bb.Min = ImVec2( inner_rect.Min.x, ImMax( outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size ) ); - bb.Max = ImVec2( inner_rect.Max.x, outer_rect.Max.y ); - rounding_corners |= ImDrawCornerFlags_BotLeft; - } - else - { - bb.Min = ImVec2( ImMax( outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size ), inner_rect.Min.y ); - bb.Max = ImVec2( outer_rect.Max.x, window->InnerRect.Max.y ); - rounding_corners |= ( ( window->Flags & ImGuiWindowFlags_NoTitleBar ) && !( window->Flags & ImGuiWindowFlags_MenuBar ) ) ? ImDrawCornerFlags_TopRight : 0; - } - ScrollbarEx( bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners ); -} - 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(); @@ -1070,30 +1208,18 @@ void ImGui::Image( ImTextureID user_texture_id, const ImVec2& size, const ImVec2 } } -// frame_padding < 0: uses FramePadding from style (default) -// frame_padding = 0: no framing -// frame_padding > 0: set framing size -// The color used are the button colors. -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 ) +// 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 ) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if( window->SkipItems ) { return false; } - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - - // Default to using texture ID as ID. User can still push string/integer prefixes. - // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. - 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 ) : style.FramePadding; const ImRect bb( window->DC.CursorPos, window->DC.CursorPos + size + padding * 2 ); - const ImRect image_bb( window->DC.CursorPos + padding, window->DC.CursorPos + padding + size ); ItemSize( bb ); if( !ItemAdd( bb, id ) ) { @@ -1106,16 +1232,37 @@ bool ImGui::ImageButton( ImTextureID user_texture_id, const ImVec2& size, const // 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, style.FrameRounding ) ); + 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( image_bb.Min, image_bb.Max, GetColorU32( bg_col ) ); + window->DrawList->AddRectFilled( bb.Min + padding, bb.Max - padding, GetColorU32( bg_col ) ); } - window->DrawList->AddImage( user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32( tint_col ) ); + window->DrawList->AddImage( texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32( tint_col ) ); return pressed; } +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +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; + } + + // 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 ); +} + bool ImGui::Checkbox( const char* label, bool* v ) { ImGuiWindow* window = GetCurrentWindow(); @@ -1135,6 +1282,7 @@ bool ImGui::Checkbox( const char* label, bool* v ) 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; } @@ -1150,38 +1298,56 @@ bool ImGui::Checkbox( const char* label, bool* v ) 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 ); - if( window->DC.ItemFlags & ImGuiItemFlags_MixedValue ) + bool mixed_value = ( g.LastItemData.InFlags & ImGuiItemFlags_MixedValue ) != 0; + if( mixed_value ) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) - ImVec2 pad( ImMax( 1.0f, ( float )( int )( square_sz / 3.6f ) ), ImMax( 1.0f, ( float )( int )( square_sz / 3.6f ) ) ); + // 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, ( float )( int )( square_sz / 6.0f ) ); - RenderCheckMark( check_bb.Min + ImVec2( pad, pad ), check_col, square_sz - pad * 2.0f ); + 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( &total_bb.Min, *v ? "[x]" : "[ ]" ); + LogRenderedText( &label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]" ); } if( label_size.x > 0.0f ) { - RenderText( ImVec2( check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y ), label ); + RenderText( label_pos, label ); } - IMGUI_TEST_ENGINE_ITEM_INFO( id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | ( *v ? ImGuiItemStatusFlags_Checked : 0 ) ); + IMGUI_TEST_ENGINE_ITEM_INFO( id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | ( *v ? ImGuiItemStatusFlags_Checked : 0 ) ); return pressed; } -bool ImGui::CheckboxFlags( const char* label, unsigned int* flags, unsigned int flags_value ) +template +bool ImGui::CheckboxFlagsT( const char* label, T* flags, T flags_value ) { - bool v = ( ( *flags & flags_value ) == flags_value ); - bool pressed = Checkbox( label, &v ); + 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( v ) + if( all_on ) { *flags |= flags_value; } @@ -1190,10 +1356,29 @@ bool ImGui::CheckboxFlags( const char* label, unsigned int* flags, unsigned int *flags &= ~flags_value; } } - return pressed; } +bool ImGui::CheckboxFlags( const char* label, int* flags, int 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 ); +} + +bool ImGui::CheckboxFlags( const char* label, ImS64* flags, ImS64 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 ); +} + bool ImGui::RadioButton( const char* label, bool active ) { ImGuiWindow* window = GetCurrentWindow(); @@ -1218,8 +1403,8 @@ bool ImGui::RadioButton( const char* label, bool active ) } ImVec2 center = check_bb.GetCenter(); - center.x = ( float )( int )center.x + 0.5f; - center.y = ( float )( int )center.y + 0.5f; + center.x = IM_ROUND( center.x ); + center.y = IM_ROUND( center.y ); const float radius = ( square_sz - 1.0f ) * 0.5f; bool hovered, held; @@ -1233,7 +1418,7 @@ bool ImGui::RadioButton( const char* label, bool active ) window->DrawList->AddCircleFilled( center, radius, GetColorU32( ( held && hovered ) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg ), 16 ); if( active ) { - const float pad = ImMax( 1.0f, ( float )( int )( square_sz / 6.0f ) ); + const float pad = ImMax( 1.0f, IM_FLOOR( square_sz / 6.0f ) ); window->DrawList->AddCircleFilled( center, radius - pad, GetColorU32( ImGuiCol_CheckMark ), 16 ); } @@ -1243,15 +1428,17 @@ bool ImGui::RadioButton( const char* label, bool active ) 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( &total_bb.Min, active ? "(x)" : "()" ); + LogRenderedText( &label_pos, active ? "(x)" : "( )" ); } if( label_size.x > 0.0f ) { - RenderText( ImVec2( check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y ), label ); + RenderText( label_pos, label ); } + IMGUI_TEST_ENGINE_ITEM_INFO( id, label, g.LastItemData.StatusFlags ); return pressed; } @@ -1319,7 +1506,7 @@ void ImGui::Bullet() 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 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 ) ) @@ -1381,6 +1568,7 @@ void ImGui::NewLine() 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 ) ); @@ -1443,37 +1631,42 @@ void ImGui::SeparatorEx( ImGuiSeparatorFlags flags ) // Horizontal Separator float x1 = window->Pos.x; float x2 = window->Pos.x + window->Size.x; - if( !window->DC.GroupStack.empty() ) + + // 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; } - ImGuiColumns* columns = ( flags & ImGuiSeparatorFlags_SpanAllColumns ) ? window->DC.CurrentColumns : NULL; + // 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 ) ); - if( !ItemAdd( bb, 0 ) ) + const bool item_visible = ItemAdd( bb, 0 ); + if( item_visible ) { - if( columns ) + // Draw + window->DrawList->AddLine( bb.Min, ImVec2( bb.Max.x, bb.Min.y ), GetColorU32( ImGuiCol_Separator ) ); + if( g.LogEnabled ) { - PopColumnsBackground(); - columns->LineMinY = window->DC.CursorPos.y; + LogRenderedText( &bb.Min, "--------------------------------\n" ); } - return; - } - // Draw - window->DrawList->AddLine( bb.Min, ImVec2( bb.Max.x, bb.Min.y ), GetColorU32( ImGuiCol_Separator ) ); - if( g.LogEnabled ) - { - LogRenderedText( &bb.Min, "--------------------------------" ); } - if( columns ) { PopColumnsBackground(); @@ -1493,7 +1686,7 @@ void ImGui::Separator() // Those flags should eventually be overridable by the user ImGuiSeparatorFlags flags = ( window->DC.LayoutType == ImGuiLayoutType_Horizontal ) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - flags |= ImGuiSeparatorFlags_SpanAllColumns; + flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. SeparatorEx( flags ); } @@ -1503,10 +1696,10 @@ bool ImGui::SplitterBehavior( const ImRect& bb, ImGuiID id, ImGuiAxis axis, floa ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; bool item_add = ItemAdd( bb, id ); - window->DC.ItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; if( !item_add ) { return false; @@ -1516,12 +1709,16 @@ bool ImGui::SplitterBehavior( const ImRect& bb, ImGuiID id, ImGuiAxis axis, floa 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 || ( g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay ) ) + if( held || ( hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay ) ) { SetMouseCursor( axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW ); } @@ -1564,7 +1761,7 @@ bool ImGui::SplitterBehavior( const ImRect& bb, ImGuiID id, ImGuiAxis axis, floa // Render 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, g.Style.FrameRounding ); + window->DrawList->AddRectFilled( bb_render.Min, bb_render.Max, col, 0.0f ); return held; } @@ -1581,11 +1778,15 @@ static int IMGUI_CDECL ShrinkWidthItemComparer( const void* lhs, const void* rhs } // 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 ) { - items[0].Width = ImMax( items[0].Width - width_excess, 1.0f ); + 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 ); @@ -1596,7 +1797,11 @@ void ImGui::ShrinkWidths( ImGuiShrinkWidthItem* items, int count, float width_ex { count_same_width++; } - float max_width_to_remove_per_item = ( count_same_width < count ) ? ( items[0].Width - items[count_same_width].Width ) : ( items[0].Width - 1.0f ); + 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++ ) { @@ -1605,7 +1810,7 @@ void ImGui::ShrinkWidths( ImGuiShrinkWidthItem* items, int count, float width_ex 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?) + // 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++ ) @@ -1614,19 +1819,24 @@ void ImGui::ShrinkWidths( ImGuiShrinkWidthItem* items, int count, float width_ex width_excess += items[n].Width - width_rounded; items[n].Width = width_rounded; } - if( width_excess > 0.0f ) + while( width_excess > 0.0f ) for( int n = 0; n < count; n++ ) - if( items[n].Index < ( int )( width_excess + 0.01f ) ) + if( items[n].Width + 1.0f <= items[n].InitialWidth ) { items[n].Width += 1.0f; + width_excess -= 1.0f; } } //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] // - BeginCombo() +// - BeginComboPopup() [Internal] // - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] // - Combo() //------------------------------------------------------------------------- @@ -1642,73 +1852,82 @@ static float CalcMaxPopupHeightFromItemCount( int items_count ) bool ImGui::BeginCombo( const char* label, const char* preview_value, ImGuiComboFlags flags ) { - // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - bool has_window_size_constraint = ( g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint ) != 0; - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; - 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; } - IM_ASSERT( ( flags & ( ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview ) ) != ( ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview ) ); // Can't use both flags together - 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 expected_w = CalcItemWidth(); - const float w = ( flags & ImGuiComboFlags_NoPreview ) ? arrow_size : expected_w; - 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 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, &frame_bb ) ) + if( !ItemAdd( total_bb, id, &bb ) ) { return false; } + // Open on click bool hovered, held; - bool pressed = ButtonBehavior( frame_bb, id, &hovered, &held ); - bool popup_open = IsPopupOpen( id ); + 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( frame_bb.Min.x, frame_bb.Max.x - arrow_size ); - RenderNavHighlight( frame_bb, id ); + const float value_x2 = ImMax( bb.Min.x, bb.Max.x - arrow_size ); + RenderNavHighlight( bb, id ); if( !( flags & ImGuiComboFlags_NoPreview ) ) { - window->DrawList->AddRectFilled( frame_bb.Min, ImVec2( value_x2, frame_bb.Max.y ), frame_col, style.FrameRounding, ( flags & ImGuiComboFlags_NoArrowButton ) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left ); + 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, frame_bb.Min.y ), frame_bb.Max, bg_col, style.FrameRounding, ( w <= arrow_size ) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right ); - if( value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x ) + 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, frame_bb.Min.y + style.FramePadding.y ), text_col, ImGuiDir_Down, 1.0f ); + RenderArrow( window->DrawList, ImVec2( value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y ), text_col, ImGuiDir_Down, 1.0f ); } } - RenderFrameBorder( frame_bb.Min, frame_bb.Max, style.FrameRounding ); + 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 ) ) { - RenderTextClipped( frame_bb.Min + style.FramePadding, ImVec2( value_x2, frame_bb.Max.y ), preview_value, NULL, NULL, ImVec2( 0.0f, 0.0f ) ); + 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( frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y ), label ); - } - - if( ( pressed || g.NavActivateId == id ) && !popup_open ) - { - if( window->DC.NavLayerCurrent == 0 ) - { - window->NavLastIds[0] = id; - } - OpenPopupEx( id ); - popup_open = true; + RenderText( ImVec2( bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y ), label ); } if( !popup_open ) @@ -1716,9 +1935,23 @@ bool ImGui::BeginCombo( const char* label, const char* preview_value, ImGuiCombo return false; } - if( has_window_size_constraint ) + 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.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax( g.NextWindowData.SizeConstraintRect.Min.x, w ); } else @@ -1744,26 +1977,27 @@ bool ImGui::BeginCombo( const char* label, const char* preview_value, ImGuiCombo 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 - // Peak into expected window size so we can position it + // 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 ) { - ImVec2 size_expected = CalcWindowExpectedSize( popup_window ); - if( flags & ImGuiComboFlags_PopupAlignLeft ) - { - popup_window->AutoPosLastDirection = ImGuiDir_Left; - } - ImRect r_outer = GetWindowAllowedExtentRect( popup_window ); - ImVec2 pos = FindBestWindowPosForPopupEx( frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox ); + // 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 ); } - // Horizontally align ourselves with the framed text - ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; - PushStyleVar( ImGuiStyleVar_WindowPadding, ImVec2( style.FramePadding.x, style.WindowPadding.y ) ); + // 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 ) @@ -1780,6 +2014,63 @@ void ImGui::EndCombo() 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; + + 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; + } + + // 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; +} + +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; + 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 ) { @@ -1846,7 +2137,7 @@ bool ImGui::Combo( const char* label, int* current_item, bool ( *items_getter )( bool value_changed = false; for( int i = 0; i < items_count; i++ ) { - PushID( ( void* )( intptr_t )i ); + PushID( i ); const bool item_selected = ( i == *current_item ); const char* item_text; if( !items_getter( data, i, &item_text ) ) @@ -1866,6 +2157,12 @@ bool ImGui::Combo( const char* label, int* current_item, bool ( *items_getter )( } EndCombo(); + + if( value_changed ) + { + MarkItemEdited( g.LastItemData.ID ); + } + return value_changed; } @@ -1898,27 +2195,28 @@ bool ImGui::Combo( const char* label, int* current_item, const char* items_separ // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() +// - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- static const ImGuiDataTypeInfo GDataTypeInfo[] = { - { sizeof( char ), "%d", "%d" }, // ImGuiDataType_S8 - { sizeof( unsigned char ), "%u", "%u" }, - { sizeof( short ), "%d", "%d" }, // ImGuiDataType_S16 - { sizeof( unsigned short ), "%u", "%u" }, - { sizeof( int ), "%d", "%d" }, // ImGuiDataType_S32 - { sizeof( unsigned int ), "%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 ), "%I64d", "%I64d" }, // ImGuiDataType_S64 - { sizeof( ImU64 ), "%I64u", "%I64u" }, + { sizeof( ImS64 ), "S64", "%I64d", "%I64d" }, // ImGuiDataType_S64 + { sizeof( ImU64 ), "U64", "%I64u", "%I64u" }, #else - { sizeof( ImS64 ), "%lld", "%lld" }, // ImGuiDataType_S64 - { sizeof( ImU64 ), "%llu", "%llu" }, + { sizeof( ImS64 ), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof( ImU64 ), "U64", "%llu", "%llu" }, #endif - { sizeof( float ), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) - { sizeof( 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 ); @@ -1940,9 +2238,9 @@ static const char* PatchFormatStringFloatToInt( const char* fmt ) { 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; + const char* tmp_format; + ImFormatStringToTempBuffer( &tmp_format, NULL, "%.*s%%d%s", ( int )( fmt_start - fmt ), fmt, fmt_end ); // Honor leading and trailing decorations, but lose alignment/precision. + return tmp_format; #else IM_ASSERT( 0 && "DragInt(): Invalid format string!" ); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" #endif @@ -1956,46 +2254,46 @@ const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo( ImGuiDataType data_type ) return &GDataTypeInfo[data_type]; } -int ImGui::DataTypeFormatString( char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format ) +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* )data_ptr ); + 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* )data_ptr ); + return ImFormatString( buf, buf_size, format, *( const ImU64* )p_data ); } if( data_type == ImGuiDataType_Float ) { - return ImFormatString( buf, buf_size, format, *( const float* )data_ptr ); + return ImFormatString( buf, buf_size, format, *( const float* )p_data ); } if( data_type == ImGuiDataType_Double ) { - return ImFormatString( buf, buf_size, format, *( const double* )data_ptr ); + return ImFormatString( buf, buf_size, format, *( const double* )p_data ); } if( data_type == ImGuiDataType_S8 ) { - return ImFormatString( buf, buf_size, format, *( const ImS8* )data_ptr ); + return ImFormatString( buf, buf_size, format, *( const ImS8* )p_data ); } if( data_type == ImGuiDataType_U8 ) { - return ImFormatString( buf, buf_size, format, *( const ImU8* )data_ptr ); + return ImFormatString( buf, buf_size, format, *( const ImU8* )p_data ); } if( data_type == ImGuiDataType_S16 ) { - return ImFormatString( buf, buf_size, format, *( const ImS16* )data_ptr ); + return ImFormatString( buf, buf_size, format, *( const ImS16* )p_data ); } if( data_type == ImGuiDataType_U16 ) { - return ImFormatString( buf, buf_size, format, *( const ImU16* )data_ptr ); + 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, void* arg1, const void* arg2 ) +void ImGui::DataTypeApplyOp( ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2 ) { IM_ASSERT( op == '+' || op == '-' ); switch( data_type ) @@ -2108,179 +2406,57 @@ void ImGui::DataTypeApplyOp( ImGuiDataType data_type, int op, void* output, void // 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::DataTypeApplyOpFromText( const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format ) +bool ImGui::DataTypeApplyFromText( const char* buf, ImGuiDataType data_type, void* p_data, const char* format ) { while( ImCharIsBlankA( *buf ) ) { buf++; } - - // We don't support '-' op because it would conflict with inputing negative value. - // Instead you can use +-100 to subtract from an existing value - char op = buf[0]; - if( op == '+' || op == '*' || op == '/' ) - { - buf++; - while( ImCharIsBlankA( *buf ) ) - { - buf++; - } - } - else - { - op = 0; - } 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. - IM_ASSERT( data_type < ImGuiDataType_COUNT ); - int data_backup[2]; - const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo( data_type ); - IM_ASSERT( type_info->Size <= sizeof( data_backup ) ); - memcpy( data_backup, data_ptr, type_info->Size ); + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo( data_type ); + ImGuiDataTypeTempStorage data_backup; + memcpy( &data_backup, p_data, type_info->Size ); - if( format == NULL ) + // 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 + char format_sanitized[32]; + if( data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double ) { format = type_info->ScanFmt; } - - // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. - int arg1i = 0; - if( data_type == ImGuiDataType_S32 ) - { - int* v = ( int* )data_ptr; - int arg0i = *v; - float arg1f = 0.0f; - if( op && sscanf( initial_value_buf, format, &arg0i ) < 1 ) - { - return false; - } - // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision - if( op == '+' ) - { - if( sscanf( buf, "%d", &arg1i ) ) - { - *v = ( int )( arg0i + arg1i ); // Add (use "+-" to subtract) - } - } - else if( op == '*' ) - { - if( sscanf( buf, "%f", &arg1f ) ) - { - *v = ( int )( arg0i * arg1f ); // Multiply - } - } - else if( op == '/' ) - { - if( sscanf( buf, "%f", &arg1f ) && arg1f != 0.0f ) - { - *v = ( int )( arg0i / arg1f ); // Divide - } - } - else - { - if( sscanf( buf, format, &arg1i ) == 1 ) - { - *v = arg1i; // Assign constant - } - } - } - else if( data_type == ImGuiDataType_Float ) - { - // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in - format = "%f"; - float* v = ( float* )data_ptr; - float arg0f = *v, arg1f = 0.0f; - if( op && sscanf( initial_value_buf, format, &arg0f ) < 1 ) - { - return false; - } - if( sscanf( buf, format, &arg1f ) < 1 ) - { - return false; - } - if( op == '+' ) - { - *v = arg0f + arg1f; // Add (use "+-" to subtract) - } - else if( op == '*' ) - { - *v = arg0f * arg1f; // Multiply - } - else if( op == '/' ) - { - if( arg1f != 0.0f ) - { - *v = arg0f / arg1f; // Divide - } - } - else - { - *v = arg1f; // Assign constant - } - } - else if( data_type == ImGuiDataType_Double ) - { - format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = ( double* )data_ptr; - double arg0f = *v, arg1f = 0.0; - if( op && sscanf( initial_value_buf, format, &arg0f ) < 1 ) - { - return false; - } - if( sscanf( buf, format, &arg1f ) < 1 ) - { - return false; - } - if( op == '+' ) - { - *v = arg0f + arg1f; // Add (use "+-" to subtract) - } - else if( op == '*' ) - { - *v = arg0f * arg1f; // Multiply - } - else if( op == '/' ) - { - if( arg1f != 0.0f ) - { - *v = arg0f / arg1f; // Divide - } - } - else - { - *v = arg1f; // Assign constant - } - } - else if( data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64 ) - { - // All other types assign constant - // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf( buf, format, data_ptr ); - } else { - // Small types need a 32-bit buffer to receive the result from scanf() - int v32; - sscanf( buf, format, &v32 ); + 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* )data_ptr = ( ImS8 )ImClamp( v32, ( int )IM_S8_MIN, ( int )IM_S8_MAX ); + *( ImS8* )p_data = ( ImS8 )ImClamp( v32, ( int )IM_S8_MIN, ( int )IM_S8_MAX ); } else if( data_type == ImGuiDataType_U8 ) { - *( ImU8* )data_ptr = ( ImU8 )ImClamp( v32, ( int )IM_U8_MIN, ( int )IM_U8_MAX ); + *( ImU8* )p_data = ( ImU8 )ImClamp( v32, ( int )IM_U8_MIN, ( int )IM_U8_MAX ); } else if( data_type == ImGuiDataType_S16 ) { - *( ImS16* )data_ptr = ( ImS16 )ImClamp( v32, ( int )IM_S16_MIN, ( int )IM_S16_MAX ); + *( ImS16* )p_data = ( ImS16 )ImClamp( v32, ( int )IM_S16_MIN, ( int )IM_S16_MAX ); } else if( data_type == ImGuiDataType_U16 ) { - *( ImU16* )data_ptr = ( ImU16 )ImClamp( v32, ( int )IM_U16_MIN, ( int )IM_U16_MAX ); + *( ImU16* )p_data = ( ImU16 )ImClamp( v32, ( int )IM_U16_MIN, ( int )IM_U16_MAX ); } else { @@ -2288,7 +2464,100 @@ bool ImGui::DataTypeApplyOpFromText( const char* buf, const char* initial_value_ } } - return memcmp( data_backup, data_ptr, type_info->Size ) != 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; +} + +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; +} + +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; +} + +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; } static float GetMinimumStepAtDecimalPrecision( int decimal_precision ) @@ -2302,35 +2571,22 @@ static float GetMinimumStepAtDecimalPrecision( int 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; -} - -template TYPE ImGui::RoundScalarWithFormatT( const char* format, ImGuiDataType data_type, TYPE 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; + + // 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; @@ -2338,14 +2594,8 @@ TYPE ImGui::RoundScalarWithFormatT( const char* format, ImGuiDataType data_type, { p++; } - if( data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double ) - { - v = ( TYPE )ImAtof( p ); - } - else - { - ImAtoi( p, ( SIGNEDTYPE* )&v ); - } + v = ( TYPE )ImAtof( p ); + return v; } @@ -2370,18 +2620,13 @@ TYPE ImGui::RoundScalarWithFormatT( const char* format, ImGuiDataType data_type, // This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) template -bool ImGui::DragBehaviorT( ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags ) +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 & ImGuiDragFlags_Vertical ) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = ( data_type == ImGuiDataType_Float ) || ( data_type == ImGuiDataType_Double ); + const ImGuiAxis axis = ( flags & ImGuiSliderFlags_Vertical ) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_clamped = ( v_min < v_max ); - const bool is_power = ( power != 1.0f && is_decimal && is_clamped && ( v_max - v_min < FLT_MAX ) ); - const bool is_locked = ( v_min > v_max ); - if( is_locked ) - { - return false; - } + 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 ) ) @@ -2391,7 +2636,7 @@ bool ImGui::DragBehaviorT( ImGuiDataType data_type, TYPE* v, float v_speed, cons // 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() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f ) + 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 ) @@ -2405,8 +2650,8 @@ bool ImGui::DragBehaviorT( ImGuiDataType data_type, TYPE* v, float v_speed, cons } else if( g.ActiveIdSource == ImGuiInputSource_Nav ) { - int decimal_precision = is_decimal ? ImParseFormatPrecision( format, 3 ) : 0; - adjust_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f )[axis]; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision( format, 3 ) : 0; + adjust_delta = GetNavInputAmount2d( ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 1.0f / 10.0f, 10.0f )[axis]; v_speed = ImMax( v_speed, GetMinimumStepAtDecimalPrecision( decimal_precision ) ); } adjust_delta *= v_speed; @@ -2417,12 +2662,17 @@ bool ImGui::DragBehaviorT( ImGuiDataType data_type, TYPE* v, float v_speed, cons 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 ) ); - bool is_drag_direction_change_with_power = is_power && ( ( adjust_delta < 0 && g.DragCurrentAccum > 0 ) || ( adjust_delta > 0 && g.DragCurrentAccum < 0 ) ); - if( is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power ) + if( is_just_activated || is_already_past_limits_and_pushing_outward ) { g.DragCurrentAccum = 0.0f; g.DragCurrentAccumDirty = false; @@ -2441,13 +2691,19 @@ bool ImGui::DragBehaviorT( ImGuiDataType data_type, TYPE* v, float v_speed, cons TYPE v_cur = *v; FLOATTYPE v_old_ref_for_accum_remainder = ( FLOATTYPE )0.0f; - if( is_power ) + 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 ) { - // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range - FLOATTYPE v_old_norm_curved = ImPow( ( FLOATTYPE )( v_cur - v_min ) / ( FLOATTYPE )( v_max - v_min ), ( FLOATTYPE )1.0f / power ); - FLOATTYPE v_new_norm_curved = v_old_norm_curved + ( g.DragCurrentAccum / ( v_max - v_min ) ); - v_cur = v_min + ( SIGNEDTYPE )ImPow( ImSaturate( ( float )v_new_norm_curved ), power ) * ( v_max - v_min ); - v_old_ref_for_accum_remainder = v_old_norm_curved; + // 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 { @@ -2455,14 +2711,18 @@ bool ImGui::DragBehaviorT( ImGuiDataType data_type, TYPE* v, float v_speed, cons } // Round to user desired precision based on format string - v_cur = RoundScalarWithFormatT( format, data_type, v_cur ); + 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_power ) + if( is_logarithmic ) { - FLOATTYPE v_cur_norm_curved = ImPow( ( FLOATTYPE )( v_cur - v_min ) / ( FLOATTYPE )( v_max - v_min ), ( FLOATTYPE )1.0f / power ); - g.DragCurrentAccum -= ( float )( v_cur_norm_curved - v_old_ref_for_accum_remainder ); + // 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 { @@ -2478,11 +2738,11 @@ bool ImGui::DragBehaviorT( ImGuiDataType data_type, TYPE* v, float v_speed, cons // 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_decimal ) ) + 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_decimal ) ) + if( v_cur > v_max || ( v_cur < *v && adjust_delta > 0.0f && !is_floating_point ) ) { v_cur = v_max; } @@ -2497,8 +2757,11 @@ bool ImGui::DragBehaviorT( ImGuiDataType data_type, TYPE* v, float v_speed, cons return true; } -bool ImGui::DragBehavior( ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags ) +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 ) { @@ -2515,61 +2778,65 @@ bool ImGui::DragBehavior( ImGuiID id, ImGuiDataType data_type, void* v, float v_ { return false; } + if( ( g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly ) || ( flags & ImGuiSliderFlags_ReadOnly ) ) + { + return false; + } switch( data_type ) { case ImGuiDataType_S8: { - ImS32 v32 = ( ImS32 ) * ( ImS8* )v; - bool r = DragBehaviorT( ImGuiDataType_S32, &v32, v_speed, v_min ? * ( const ImS8* ) v_min : IM_S8_MIN, v_max ? * ( const ImS8* )v_max : IM_S8_MAX, format, power, flags ); + 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* )v = ( ImS8 )v32; + *( ImS8* )p_v = ( ImS8 )v32; } return r; } case ImGuiDataType_U8: { - ImU32 v32 = ( ImU32 ) * ( ImU8* )v; - bool r = DragBehaviorT( ImGuiDataType_U32, &v32, v_speed, v_min ? * ( const ImU8* ) v_min : IM_U8_MIN, v_max ? * ( const ImU8* )v_max : IM_U8_MAX, format, power, flags ); + 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* )v = ( ImU8 )v32; + *( ImU8* )p_v = ( ImU8 )v32; } return r; } case ImGuiDataType_S16: { - ImS32 v32 = ( ImS32 ) * ( ImS16* )v; - bool r = DragBehaviorT( ImGuiDataType_S32, &v32, v_speed, v_min ? * ( const ImS16* )v_min : IM_S16_MIN, v_max ? * ( const ImS16* )v_max : IM_S16_MAX, format, power, flags ); + 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* )v = ( ImS16 )v32; + *( ImS16* )p_v = ( ImS16 )v32; } return r; } case ImGuiDataType_U16: { - ImU32 v32 = ( ImU32 ) * ( ImU16* )v; - bool r = DragBehaviorT( ImGuiDataType_U32, &v32, v_speed, v_min ? * ( const ImU16* )v_min : IM_U16_MIN, v_max ? * ( const ImU16* )v_max : IM_U16_MAX, format, power, flags ); + 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* )v = ( ImU16 )v32; + *( ImU16* )p_v = ( ImU16 )v32; } return r; } case ImGuiDataType_S32: - return DragBehaviorT( data_type, ( ImS32* )v, v_speed, v_min ? * ( const ImS32* )v_min : IM_S32_MIN, v_max ? * ( const ImS32* )v_max : IM_S32_MAX, format, power, flags ); + 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* )v, v_speed, v_min ? * ( const ImU32* )v_min : IM_U32_MIN, v_max ? * ( const ImU32* )v_max : IM_U32_MAX, format, power, flags ); + 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* )v, v_speed, v_min ? * ( const ImS64* )v_min : IM_S64_MIN, v_max ? * ( const ImS64* )v_max : IM_S64_MAX, format, power, flags ); + 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* )v, v_speed, v_min ? * ( const ImU64* )v_min : IM_U64_MIN, v_max ? * ( const ImU64* )v_max : IM_U64_MAX, format, power, flags ); + 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* )v, v_speed, v_min ? * ( const float* )v_min : -FLT_MAX, v_max ? * ( const float* )v_max : FLT_MAX, format, power, flags ); + 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* )v, v_speed, v_min ? * ( const double* )v_min : -DBL_MAX, v_max ? * ( const double* )v_max : DBL_MAX, format, power, flags ); + 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; } @@ -2577,7 +2844,9 @@ bool ImGui::DragBehavior( ImGuiID id, ImGuiDataType data_type, void* v, float v_ return false; } -bool ImGui::DragScalar( const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power ) +// 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 ) @@ -2585,21 +2854,18 @@ bool ImGui::DragScalar( const char* label, ImGuiDataType data_type, void* v, flo return false; } - if( power != 1.0f ) - { - IM_ASSERT( v_min != NULL && v_max != NULL ); // When using a power curve the drag needs to have known bounds - } - 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 ) ) + if( !ItemAdd( total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0 ) ) { return false; } @@ -2614,40 +2880,53 @@ bool ImGui::DragScalar( const char* label, ImGuiDataType data_type, void* v, flo format = PatchFormatStringFloatToInt( format ); } - // Tabbing or CTRL-clicking on Drag turns it into an input box const bool hovered = ItemHoverable( frame_bb, id ); - bool temp_input_is_active = TempInputTextIsActive( id ); - bool temp_input_start = false; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive( id ); if( !temp_input_is_active ) { - const bool focus_requested = FocusableItemRegister( window, id ); + // Tabbing or CTRL-clicking on Drag turns it into an InputText + 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.MouseDoubleClicked[0] ); - if( focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id ) + const bool double_clicked = ( hovered && g.IO.MouseClickedCount[0] == 2 ); + const bool make_active = ( input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id ); + if( make_active && temp_input_allowed ) + if( input_requested_by_tabbing || ( clicked && g.IO.KeyCtrl ) || double_clicked || g.NavActivateInputId == id ) + { + 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 = g.NavActivateInputId = 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.ActiveIdAllowNavDirFlags = ( 1 << ImGuiDir_Up ) | ( 1 << ImGuiDir_Down ); - if( focus_requested || ( clicked && g.IO.KeyCtrl ) || double_clicked || g.NavInputId == id ) - { - temp_input_start = true; - FocusableItemUnregister( window ); - } + g.ActiveIdUsingNavDirMask = ( 1 << ImGuiDir_Left ) | ( 1 << ImGuiDir_Right ); } } - if( temp_input_is_active || temp_input_start ) + + if( temp_input_is_active ) { - return TempInputTextScalar( frame_bb, id, label, data_type, v, format ); + // 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 : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg ); + 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, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None ); + const bool value_changed = DragBehavior( id, data_type, p_data, v_speed, p_min, p_max, format, flags ); if( value_changed ) { MarkItemEdited( id ); @@ -2655,7 +2934,11 @@ bool ImGui::DragScalar( const char* label, ImGuiDataType data_type, void* v, flo // 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, v, format ); + 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 ) @@ -2663,11 +2946,11 @@ bool ImGui::DragScalar( const char* label, ImGuiDataType data_type, void* v, flo RenderText( ImVec2( frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y ), label ); } - IMGUI_TEST_ENGINE_ITEM_INFO( id, label, window->DC.ItemFlags ); + IMGUI_TEST_ENGINE_ITEM_INFO( id, label, g.LastItemData.StatusFlags ); return value_changed; } -bool ImGui::DragScalarN( const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power ) +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 ) @@ -2688,10 +2971,10 @@ bool ImGui::DragScalarN( const char* label, ImGuiDataType data_type, void* v, in { SameLine( 0, g.Style.ItemInnerSpacing.x ); } - value_changed |= DragScalar( "", data_type, v, v_speed, v_min, v_max, format, power ); + value_changed |= DragScalar( "", data_type, p_data, v_speed, p_min, p_max, format, flags ); PopID(); PopItemWidth(); - v = ( void* )( ( char* )v + type_size ); + p_data = ( void* )( ( char* )p_data + type_size ); } PopID(); @@ -2706,27 +2989,28 @@ bool ImGui::DragScalarN( const char* label, ImGuiDataType data_type, void* v, in return value_changed; } -bool ImGui::DragFloat( const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power ) +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, power ); + 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, float power ) +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, power ); + 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, float power ) +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, power ); + 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, float power ) +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, power ); + return DragScalarN( label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags ); } -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, float power ) +// 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 ) @@ -2739,41 +3023,50 @@ bool ImGui::DragFloatRange2( const char* label, float* v_current_min, float* v_c BeginGroup(); PushMultiItemsWidths( 2, CalcItemWidth() ); - bool value_changed = DragFloat( "##min", v_current_min, v_speed, ( v_min >= v_max ) ? -FLT_MAX : v_min, ( v_min >= v_max ) ? *v_current_max : ImMin( v_max, *v_current_max ), format, power ); + 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 ); - value_changed |= DragFloat( "##max", v_current_max, v_speed, ( v_min >= v_max ) ? *v_current_min : ImMax( v_min, *v_current_min ), ( v_min >= v_max ) ? FLT_MAX : v_max, format_max ? format_max : format, power ); + + 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(); + 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 ) +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 ); + 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 ) +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 ); + 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 ) +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 ); + 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 ) +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 ); + return DragScalarN( label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags ); } -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 ) +// 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 ) @@ -2786,10 +3079,17 @@ bool ImGui::DragIntRange2( const char* label, int* v_current_min, int* v_current BeginGroup(); PushMultiItemsWidths( 2, CalcItemWidth() ); - bool value_changed = DragInt( "##min", v_current_min, v_speed, ( v_min >= v_max ) ? INT_MIN : v_min, ( v_min >= v_max ) ? *v_current_max : ImMin( v_max, *v_current_max ), format ); + 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 ); - value_changed |= DragInt( "##max", v_current_max, v_speed, ( v_min >= v_max ) ? *v_current_min : ImMax( v_min, *v_current_min ), ( v_min >= v_max ) ? INT_MAX : v_max, format_max ? format_max : format ); + + 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 ); @@ -2800,9 +3100,40 @@ bool ImGui::DragIntRange2( const char* label, int* v_current_min, int* v_current return value_changed; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// 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 ); +} + +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. //------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] // - SliderBehaviorT<>() [Internal] // - SliderBehavior() [Internal] // - SliderScalar() @@ -2821,50 +3152,187 @@ bool ImGui::DragIntRange2( const char* label, int* v_current_min, int* v_current // - VSliderInt() //------------------------------------------------------------------------- -template -float ImGui::SliderCalcRatioFromValueT( ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos ) +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +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 bool is_power = ( power != 1.0f ) && ( data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double ); const TYPE v_clamped = ( v_min < v_max ) ? ImClamp( v, v_min, v_max ) : ImClamp( v, v_max, v_min ); - if( is_power ) + if( is_logarithmic ) { - if( v_clamped < 0.0f ) + bool flipped = v_max < v_min; + + if( flipped ) // Handle the case where the range is backwards { - const float f = 1.0f - ( float )( ( v_clamped - v_min ) / ( ImMin( ( TYPE )0, v_max ) - v_min ) ); - return ( 1.0f - ImPow( f, 1.0f / power ) ) * linear_zero_pos; + 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 { - const float f = ( float )( ( v_clamped - ImMax( ( TYPE )0, v_min ) ) / ( v_max - ImMax( ( TYPE )0, v_min ) ) ); - return linear_zero_pos + ImPow( f, 1.0f / power ) * ( 1.0f - linear_zero_pos ); + 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 ) +{ + // 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 ) ) ); } } - // Linear slider - return ( float )( ( FLOATTYPE )( v_clamped - v_min ) / ( FLOATTYPE )( v_max - v_min ) ); + return result; } -// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. +// 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, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb ) +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_decimal = ( data_type == ImGuiDataType_Float ) || ( data_type == ImGuiDataType_Double ); - const bool is_power = ( power != 1.0f ) && is_decimal; + const bool is_logarithmic = ( flags & ImGuiSliderFlags_Logarithmic ) != 0; + const bool is_floating_point = ( data_type == ImGuiDataType_Float ) || ( data_type == ImGuiDataType_Double ); + const SIGNEDTYPE v_range = ( v_min < v_max ? v_max - v_min : v_min - v_max ); - const float grab_padding = 2.0f; + // 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; - SIGNEDTYPE v_range = ( v_min < v_max ? v_max - v_min : v_min - v_max ); - if( !is_decimal && v_range >= 0 ) // v_range < 0 may happen on integer overflows + 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 } @@ -2873,19 +3341,14 @@ bool ImGui::SliderBehaviorT( const ImRect& bb, ImGuiID id, ImGuiDataType data_ty 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; - // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f - float linear_zero_pos; // 0.0->1.0f - if( is_power && v_min * v_max < 0.0f ) + 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 ) { - // Different sign - const FLOATTYPE linear_dist_min_to_0 = ImPow( v_min >= 0 ? ( FLOATTYPE )v_min : -( FLOATTYPE )v_min, ( FLOATTYPE )1.0f / power ); - const FLOATTYPE linear_dist_max_to_0 = ImPow( v_max >= 0 ? ( FLOATTYPE )v_max : -( FLOATTYPE )v_max, ( FLOATTYPE )1.0f / power ); - linear_zero_pos = ( float )( linear_dist_min_to_0 / ( linear_dist_min_to_0 + linear_dist_max_to_0 ) ); - } - else - { - // Same sign - linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + // 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 @@ -2903,7 +3366,21 @@ bool ImGui::SliderBehaviorT( const ImRect& bb, ImGuiID id, ImGuiDataType data_ty 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( 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; @@ -2913,107 +3390,96 @@ bool ImGui::SliderBehaviorT( const ImRect& bb, ImGuiID id, ImGuiDataType data_ty } else if( g.ActiveIdSource == ImGuiInputSource_Nav ) { - const ImVec2 delta2 = GetNavInputAmount2d( ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f ); - float delta = ( axis == ImGuiAxis_X ) ? delta2.x : -delta2.y; - if( g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated ) + if( g.ActiveIdIsJustActivated ) { - ClearActiveID(); + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; } - else if( delta != 0.0f ) + + const ImVec2 input_delta2 = GetNavInputAmount2d( ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f ); + float input_delta = ( axis == ImGuiAxis_X ) ? input_delta2.x : -input_delta2.y; + if( input_delta != 0.0f ) { - clicked_t = SliderCalcRatioFromValueT( data_type, *v, v_min, v_max, power, linear_zero_pos ); - const int decimal_precision = is_decimal ? ImParseFormatPrecision( format, 3 ) : 0; - if( ( decimal_precision > 0 ) || is_power ) + const int decimal_precision = is_floating_point ? ImParseFormatPrecision( format, 3 ) : 0; + if( decimal_precision > 0 ) { - delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds if( IsNavInputDown( ImGuiNavInput_TweakSlow ) ) { - delta /= 10.0f; + input_delta /= 10.0f; } } else { if( ( v_range >= -100.0f && v_range <= 100.0f ) || IsNavInputDown( ImGuiNavInput_TweakSlow ) ) { - delta = ( ( delta < 0.0f ) ? -1.0f : +1.0f ) / ( float )v_range; // Gamepad/keyboard tweak speeds in integer steps + input_delta = ( ( input_delta < 0.0f ) ? -1.0f : +1.0f ) / ( float )v_range; // Gamepad/keyboard tweak speeds in integer steps } else { - delta /= 100.0f; + input_delta /= 100.0f; } } if( IsNavInputDown( ImGuiNavInput_TweakFast ) ) { - delta *= 10.0f; + input_delta *= 10.0f; } - set_new_value = true; + + 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 ) { - TYPE v_new; - if( is_power ) - { - // Account for power curve scale on both sides of the zero - if( clicked_t < linear_zero_pos ) - { - // Negative: rescale to the negative range before powering - float a = 1.0f - ( clicked_t / linear_zero_pos ); - a = ImPow( a, power ); - v_new = ImLerp( ImMin( v_max, ( TYPE )0 ), v_min, a ); - } - else - { - // Positive: rescale to the positive range before powering - float a; - if( ImFabs( linear_zero_pos - 1.0f ) > 1.e-6f ) - { - a = ( clicked_t - linear_zero_pos ) / ( 1.0f - linear_zero_pos ); - } - else - { - a = clicked_t; - } - a = ImPow( a, power ); - v_new = ImLerp( ImMax( v_min, ( TYPE )0 ), v_max, a ); - } - } - else - { - // Linear slider - if( is_decimal ) - { - v_new = ImLerp( v_min, v_max, clicked_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.. - FLOATTYPE v_new_off_f = ( v_max - v_min ) * clicked_t; - TYPE v_new_off_floor = ( TYPE )( v_new_off_f ); - TYPE v_new_off_round = ( TYPE )( v_new_off_f + ( FLOATTYPE )0.5 ); - if( !is_decimal && v_new_off_floor < v_new_off_round ) - { - v_new = v_min + v_new_off_round; - } - else - { - v_new = v_min + v_new_off_floor; - } - } - } + 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 - v_new = RoundScalarWithFormatT( format, data_type, v_new ); + if( is_floating_point && !( flags & ImGuiSliderFlags_NoRoundToFormat ) ) + { + v_new = RoundScalarWithFormatT( format, data_type, v_new ); + } // Apply result if( *v != v_new ) @@ -3031,7 +3497,7 @@ bool ImGui::SliderBehaviorT( const ImRect& bb, ImGuiID id, ImGuiDataType data_ty else { // Output grab position so it can be displayed by the caller - float grab_t = SliderCalcRatioFromValueT( data_type, *v, v_min, v_max, power, linear_zero_pos ); + 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; @@ -3050,71 +3516,80 @@ bool ImGui::SliderBehaviorT( const ImRect& bb, ImGuiID id, ImGuiDataType data_ty return value_changed; } -// For 32-bits and larger types, slider bounds are limited to half the natural type range. +// For 32-bit and larger types, slider bounds are limited to half the natural type range. // So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. // 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* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb ) +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* )v; - bool r = SliderBehaviorT( bb, id, ImGuiDataType_S32, &v32, *( const ImS8* )v_min, *( const ImS8* )v_max, format, power, flags, out_grab_bb ); + 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* )v = ( ImS8 )v32; + *( ImS8* )p_v = ( ImS8 )v32; } return r; } case ImGuiDataType_U8: { - ImU32 v32 = ( ImU32 ) * ( ImU8* )v; - bool r = SliderBehaviorT( bb, id, ImGuiDataType_U32, &v32, *( const ImU8* )v_min, *( const ImU8* )v_max, format, power, flags, out_grab_bb ); + 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* )v = ( ImU8 )v32; + *( ImU8* )p_v = ( ImU8 )v32; } return r; } case ImGuiDataType_S16: { - ImS32 v32 = ( ImS32 ) * ( ImS16* )v; - bool r = SliderBehaviorT( bb, id, ImGuiDataType_S32, &v32, *( const ImS16* )v_min, *( const ImS16* )v_max, format, power, flags, out_grab_bb ); + 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* )v = ( ImS16 )v32; + *( ImS16* )p_v = ( ImS16 )v32; } return r; } case ImGuiDataType_U16: { - ImU32 v32 = ( ImU32 ) * ( ImU16* )v; - bool r = SliderBehaviorT( bb, id, ImGuiDataType_U32, &v32, *( const ImU16* )v_min, *( const ImU16* )v_max, format, power, flags, out_grab_bb ); + 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* )v = ( ImU16 )v32; + *( ImU16* )p_v = ( ImU16 )v32; } return r; } case ImGuiDataType_S32: - IM_ASSERT( *( const ImS32* )v_min >= IM_S32_MIN / 2 && *( const ImS32* )v_max <= IM_S32_MAX / 2 ); - return SliderBehaviorT( bb, id, data_type, ( ImS32* )v, *( const ImS32* )v_min, *( const ImS32* )v_max, format, power, flags, out_grab_bb ); + 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* )v_max <= IM_U32_MAX / 2 ); - return SliderBehaviorT( bb, id, data_type, ( ImU32* )v, *( const ImU32* )v_min, *( const ImU32* )v_max, format, power, flags, out_grab_bb ); + 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* )v_min >= IM_S64_MIN / 2 && *( const ImS64* )v_max <= IM_S64_MAX / 2 ); - return SliderBehaviorT( bb, id, data_type, ( ImS64* )v, *( const ImS64* )v_min, *( const ImS64* )v_max, format, power, flags, out_grab_bb ); + 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* )v_max <= IM_U64_MAX / 2 ); - return SliderBehaviorT( bb, id, data_type, ( ImU64* )v, *( const ImU64* )v_min, *( const ImU64* )v_max, format, power, flags, out_grab_bb ); + 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* )v_min >= -FLT_MAX / 2.0f && *( const float* )v_max <= FLT_MAX / 2.0f ); - return SliderBehaviorT( bb, id, data_type, ( float* )v, *( const float* )v_min, *( const float* )v_max, format, power, flags, out_grab_bb ); + 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* )v_min >= -DBL_MAX / 2.0f && *( const double* )v_max <= DBL_MAX / 2.0f ); - return SliderBehaviorT( bb, id, data_type, ( double* )v, *( const double* )v_min, *( const double* )v_max, format, power, flags, out_grab_bb ); + 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; } @@ -3122,7 +3597,9 @@ bool ImGui::SliderBehavior( const ImRect& bb, ImGuiID id, ImGuiDataType data_typ return false; } -bool ImGui::SliderScalar( const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power ) +// 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 ) @@ -3139,8 +3616,9 @@ bool ImGui::SliderScalar( const char* label, ImGuiDataType data_type, void* v, c 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 ) ) + if( !ItemAdd( total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0 ) ) { return false; } @@ -3155,40 +3633,44 @@ bool ImGui::SliderScalar( const char* label, ImGuiDataType data_type, void* v, c 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 = TempInputTextIsActive( id ); - bool temp_input_start = false; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive( id ); if( !temp_input_is_active ) { - const bool focus_requested = FocusableItemRegister( window, id ); + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool input_requested_by_tabbing = temp_input_allowed && ( g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing ) != 0; const bool clicked = ( hovered && g.IO.MouseClicked[0] ); - if( focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id ) + const bool make_active = ( input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id ); + if( make_active && temp_input_allowed ) + if( input_requested_by_tabbing || ( clicked && g.IO.KeyCtrl ) || g.NavActivateInputId == id ) + { + temp_input_is_active = true; + } + + if( make_active && !temp_input_is_active ) { SetActiveID( id, window ); SetFocusID( id, window ); FocusWindow( window ); - g.ActiveIdAllowNavDirFlags = ( 1 << ImGuiDir_Up ) | ( 1 << ImGuiDir_Down ); - if( focus_requested || ( clicked && g.IO.KeyCtrl ) || g.NavInputId == id ) - { - temp_input_start = true; - FocusableItemUnregister( window ); - } + g.ActiveIdUsingNavDirMask |= ( 1 << ImGuiDir_Left ) | ( 1 << ImGuiDir_Right ); } } - if( temp_input_is_active || temp_input_start ) + + if( temp_input_is_active ) { - return TempInputTextScalar( frame_bb, id, label, data_type, v, format ); + // 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 : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg ); + 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, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &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 ); @@ -3202,7 +3684,11 @@ bool ImGui::SliderScalar( const char* label, ImGuiDataType data_type, void* v, c // 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, v, format ); + 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 ) @@ -3210,12 +3696,12 @@ bool ImGui::SliderScalar( const char* label, ImGuiDataType data_type, void* v, c RenderText( ImVec2( frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y ), label ); } - IMGUI_TEST_ENGINE_ITEM_INFO( id, label, window->DC.ItemFlags ); + IMGUI_TEST_ENGINE_ITEM_INFO( id, label, g.LastItemData.StatusFlags ); 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, float power ) +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 ) @@ -3236,7 +3722,7 @@ bool ImGui::SliderScalarN( const char* label, ImGuiDataType data_type, void* v, { SameLine( 0, g.Style.ItemInnerSpacing.x ); } - value_changed |= SliderScalar( "", data_type, v, v_min, v_max, format, power ); + value_changed |= SliderScalar( "", data_type, v, v_min, v_max, format, flags ); PopID(); PopItemWidth(); v = ( void* )( ( char* )v + type_size ); @@ -3254,59 +3740,59 @@ bool ImGui::SliderScalarN( const char* label, ImGuiDataType data_type, void* v, return value_changed; } -bool ImGui::SliderFloat( const char* label, float* v, float v_min, float v_max, const char* format, float power ) +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, power ); + 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, float power ) +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, power ); + 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, float power ) +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, power ); + 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, float power ) +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, power ); + 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 ) +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, 1.0f ); + 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 ) +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 ); + 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 ) +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 ); + 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 ) +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 ); + 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 ) +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 ); + 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* v, const void* v_min, const void* v_max, const char* format, float power ) +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 ) @@ -3339,22 +3825,22 @@ bool ImGui::VSliderScalar( const char* label, const ImVec2& size, ImGuiDataType } const bool hovered = ItemHoverable( frame_bb, id ); - if( ( hovered && g.IO.MouseClicked[0] ) || g.NavActivateId == id || g.NavInputId == id ) + if( ( hovered && g.IO.MouseClicked[0] ) || g.NavActivateId == id || g.NavActivateInputId == id ) { SetActiveID( id, window ); SetFocusID( id, window ); FocusWindow( window ); - g.ActiveIdAllowNavDirFlags = ( 1 << ImGuiDir_Left ) | ( 1 << ImGuiDir_Right ); + g.ActiveIdUsingNavDirMask |= ( 1 << ImGuiDir_Up ) | ( 1 << ImGuiDir_Down ); } // Draw frame - const ImU32 frame_col = GetColorU32( g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg ); + 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, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &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 ); @@ -3369,7 +3855,7 @@ bool ImGui::VSliderScalar( const char* label, const ImVec2& size, ImGuiDataType // 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, v, format ); + 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 ) { @@ -3379,22 +3865,51 @@ bool ImGui::VSliderScalar( const char* label, const ImVec2& size, ImGuiDataType return value_changed; } -bool ImGui::VSliderFloat( const char* label, const ImVec2& size, float* v, float v_min, float 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 ) { - return VSliderScalar( label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power ); + return VSliderScalar( label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags ); } -bool ImGui::VSliderInt( const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format ) +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 ); + return VSliderScalar( label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags ); } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// 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 ); +} + +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 ) +{ + 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 ); +} + +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //------------------------------------------------------------------------- // [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. //------------------------------------------------------------------------- // - ImParseFormatFindStart() [Internal] // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] // - ImParseFormatPrecision() [Internal] // - TempInputTextScalar() [Internal] // - InputScalar() @@ -3472,6 +3987,72 @@ const char* ImParseFormatTrimDecorations( const char* fmt, char* buf, size_t buf 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 "%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 == '.' ) ) + { + 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 ) @@ -3508,37 +4089,73 @@ int ImParseFormatPrecision( const char* fmt, int default_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::TempInputTextScalar( const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format ) +bool ImGui::TempInputText( const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags ) { - ImGuiContext& g = *GImGui; - // 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. - const bool init = ( g.TempInputTextId != id ); + ImGuiContext& g = *GImGui; + const bool init = ( g.TempInputId != id ); if( init ) { ClearActiveID(); } - 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, data_ptr, format ); - ImStrTrimBlanks( data_buf ); - g.CurrentWindow->DC.CursorPos = bb.Min; - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= ( ( data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double ) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal ); - bool value_changed = InputTextEx( label, NULL, data_buf, IM_ARRAYSIZE( data_buf ), bb.GetSize(), flags ); + 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.TempInputTextId = g.ActiveId; + g.TempInputId = g.ActiveId; } - if( value_changed ) + return value_changed; +} + +static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter( ImGuiDataType data_type, const char* format ) +{ + if( data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double ) { - value_changed = DataTypeApplyOpFromText( data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL ); + 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! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// 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 |= 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 = 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, 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 ); @@ -3547,7 +4164,9 @@ bool ImGui::TempInputTextScalar( const ImRect& bb, ImGuiID id, const char* label return value_changed; } -bool ImGui::InputScalar( const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags ) +// 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 ) @@ -3564,17 +4183,17 @@ bool ImGui::InputScalar( const char* label, ImGuiDataType data_type, void* data_ } char buf[64]; - DataTypeFormatString( buf, IM_ARRAYSIZE( buf ), data_type, data_ptr, format ); + 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_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. bool value_changed = false; - if( ( flags & ( ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific ) ) == 0 ) - { - flags |= ImGuiInputTextFlags_CharsDecimal; - } - flags |= ImGuiInputTextFlags_AutoSelectAll; - flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. - - if( step != NULL ) + if( p_step != NULL ) { const float button_size = GetFrameHeight(); @@ -3583,7 +4202,7 @@ bool ImGui::InputScalar( const char* label, ImGuiDataType data_type, void* data_ 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 = DataTypeApplyOpFromText( buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format ); + value_changed = DataTypeApplyFromText( buf, data_type, p_data, format ); } // Step buttons @@ -3592,20 +4211,24 @@ bool ImGui::InputScalar( const char* label, ImGuiDataType data_type, void* data_ ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if( flags & ImGuiInputTextFlags_ReadOnly ) { - button_flags |= ImGuiButtonFlags_Disabled; + BeginDisabled(); } SameLine( 0, style.ItemInnerSpacing.x ); if( ButtonEx( "-", ImVec2( button_size, button_size ), button_flags ) ) { - DataTypeApplyOp( data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step ); + 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, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step ); + 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 ) @@ -3622,18 +4245,18 @@ bool ImGui::InputScalar( const char* label, ImGuiDataType data_type, void* data_ { if( InputText( label, buf, IM_ARRAYSIZE( buf ), flags ) ) { - value_changed = DataTypeApplyOpFromText( buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format ); + value_changed = DataTypeApplyFromText( buf, data_type, p_data, format ); } } if( value_changed ) { - MarkItemEdited( window->DC.LastItemId ); + MarkItemEdited( g.LastItemData.ID ); } return value_changed; } -bool ImGui::InputScalarN( const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags ) +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 ) @@ -3654,10 +4277,10 @@ bool ImGui::InputScalarN( const char* label, ImGuiDataType data_type, void* v, i { SameLine( 0, g.Style.ItemInnerSpacing.x ); } - value_changed |= InputScalar( "", data_type, v, step, step_fast, format, flags ); + value_changed |= InputScalar( "", data_type, p_data, p_step, p_step_fast, format, flags ); PopID(); PopItemWidth(); - v = ( void* )( ( char* )v + type_size ); + p_data = ( void* )( ( char* )p_data + type_size ); } PopID(); @@ -3693,49 +4316,6 @@ bool ImGui::InputFloat4( const char* label, float v[4], const char* format, ImGu return InputScalarN( label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags ); } -// Prefer using "const char* format" directly, which is more flexible and consistent with other API. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::InputFloat( const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags ) -{ - char format[16] = "%f"; - if( decimal_precision >= 0 ) - { - ImFormatString( format, IM_ARRAYSIZE( format ), "%%.%df", decimal_precision ); - } - return InputFloat( label, v, step, step_fast, format, flags ); -} - -bool ImGui::InputFloat2( const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags ) -{ - char format[16] = "%f"; - if( decimal_precision >= 0 ) - { - ImFormatString( format, IM_ARRAYSIZE( format ), "%%.%df", decimal_precision ); - } - return InputScalarN( label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags ); -} - -bool ImGui::InputFloat3( const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags ) -{ - char format[16] = "%f"; - if( decimal_precision >= 0 ) - { - ImFormatString( format, IM_ARRAYSIZE( format ), "%%.%df", decimal_precision ); - } - return InputScalarN( label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags ); -} - -bool ImGui::InputFloat4( const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags ) -{ - char format[16] = "%f"; - if( decimal_precision >= 0 ) - { - ImFormatString( format, IM_ARRAYSIZE( format ), "%%.%df", decimal_precision ); - } - return InputScalarN( label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags ); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - 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. @@ -3770,7 +4350,11 @@ bool ImGui::InputDouble( const char* label, double* v, double step, double step_ // - 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 ) @@ -3869,15 +4453,15 @@ static ImVec2 InputTextCalcTextSizeW( const ImWchar* text_begin, const ImWchar* namespace ImStb { -static int STB_TEXTEDIT_STRINGLEN( const STB_TEXTEDIT_STRING* obj ) +static int STB_TEXTEDIT_STRINGLEN( const ImGuiInputTextState* obj ) { return obj->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR( const STB_TEXTEDIT_STRING* obj, int idx ) +static ImWchar STB_TEXTEDIT_GETCHAR( const ImGuiInputTextState* obj, int idx ) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH( STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_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' ) @@ -3889,10 +4473,10 @@ static float STB_TEXTEDIT_GETWIDTH( STB_TEXTEDIT_STRING* obj, int line_start_i } static int STB_TEXTEDIT_KEYTOTEXT( int key ) { - return key >= 0x10000 ? 0 : key; + return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; -static void STB_TEXTEDIT_LAYOUTROW( StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx ) +static void STB_TEXTEDIT_LAYOUTROW( StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx ) { const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; @@ -3905,15 +4489,28 @@ static void STB_TEXTEDIT_LAYOUTROW( StbTexteditRow* r, STB_TEXTEDIT_STRING* o 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 == '|'; + return ImCharIsBlankW( c ) || c == ',' || c == ';' || c == '(' || c == ')' || c == '{' || c == '}' || c == '[' || c == ']' || c == '|' || c == '\n' || c == '\r'; } -static int is_word_boundary_from_right( STB_TEXTEDIT_STRING* obj, int idx ) +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 STB_TEXTEDIT_MOVEWORDLEFT_IMPL( STB_TEXTEDIT_STRING* obj, int idx ) +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 ) ) @@ -3922,12 +4519,7 @@ static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL( STB_TEXTEDIT_STRING* obj, int idx ) } return idx < 0 ? 0 : idx; } -#ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left( STB_TEXTEDIT_STRING* obj, int idx ) -{ - return idx > 0 ? ( !is_separator( obj->TextW[idx - 1] ) && is_separator( obj->TextW[idx] ) ) : 1; -} -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL( STB_TEXTEDIT_STRING* obj, int idx ) +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC( ImGuiInputTextState* obj, int idx ) { idx++; int len = obj->CurLenW; @@ -3937,8 +4529,11 @@ static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL( STB_TEXTEDIT_STRING* obj, int 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_IMPL( STB_TEXTEDIT_STRING* obj, int idx ) +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN( ImGuiInputTextState* obj, int idx ) { idx++; int len = obj->CurLenW; @@ -3948,15 +4543,15 @@ static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL( STB_TEXTEDIT_STRING* obj, int idx ) } return idx > len ? len : idx; } +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_WIN #endif -#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( STB_TEXTEDIT_STRING* obj, int pos, int 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; @@ -3969,9 +4564,9 @@ static void STB_TEXTEDIT_DELETECHARS( STB_TEXTEDIT_STRING* obj, int pos, int n ) *dst = '\0'; } -static bool STB_TEXTEDIT_INSERTCHARS( STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len ) +static bool STB_TEXTEDIT_INSERTCHARS( ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len ) { - const bool is_resizable = ( obj->UserFlags & ImGuiInputTextFlags_CallbackResize ) != 0; + const bool is_resizable = ( obj->Flags & ImGuiInputTextFlags_CallbackResize ) != 0; const int text_len = obj->CurLenW; IM_ASSERT( pos <= text_len ); @@ -3999,6 +4594,7 @@ static bool STB_TEXTEDIT_INSERTCHARS( STB_TEXTEDIT_STRING* obj, int pos, const I } 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'; @@ -4021,13 +4617,34 @@ static bool STB_TEXTEDIT_INSERTCHARS( STB_TEXTEDIT_STRING* obj, int pos, const I #define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo #define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word #define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page #define STB_TEXTEDIT_K_SHIFT 0x400000 #define STB_TEXTEDIT_IMPLEMENTATION #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() } +} // namespace ImStb + void ImGuiInputTextState::OnKeyPressed( int key ) { stb_textedit_key( this, &Stb, key ); @@ -4054,7 +4671,7 @@ void ImGuiInputTextCallbackData::DeleteChars( int pos, int bytes_count ) } *dst = '\0'; - if( CursorPos + bytes_count >= pos ) + if( CursorPos >= pos + bytes_count ) { CursorPos -= bytes_count; } @@ -4078,7 +4695,7 @@ void ImGuiInputTextCallbackData::InsertChars( int pos, const char* new_text, con return; } - // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) + // 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 ); @@ -4106,49 +4723,80 @@ void ImGuiInputTextCallbackData::InsertChars( int pos, const char* new_text, con } // Return false to discard a character. -static bool InputTextFilterCharacter( unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data ) +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 == '\n' && ( flags & ImGuiInputTextFlags_Multiline ) ); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) 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. } - // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) - if( c >= 0xE000 && c <= 0xF8FF ) + 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( flags & ( ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific ) ) + 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 != '-' ) && ( c != '+' ) && ( c != '*' ) && ( c != '/' ) ) + 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 != '-' ) && ( c != '+' ) && ( c != '*' ) && ( c != '/' ) && ( c != 'e' ) && ( c != 'E' ) ) + 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' ) { @@ -4185,6 +4833,49 @@ static bool InputTextFilterCharacter( unsigned int* p_char, ImGuiInputTextFlags 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( STB_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 ); + } +} + // Edit a string of text // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match @@ -4201,6 +4892,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf 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) @@ -4219,42 +4911,65 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf 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, + 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 ); - ImVec2 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 ImRect frame_bb( window->DC.CursorPos, window->DC.CursorPos + size ); - 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 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 ) { - if( !ItemAdd( total_bb, id, &frame_bb ) ) + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize( total_bb, style.FramePadding.y ); + if( !ItemAdd( total_bb, id, &frame_bb, ImGuiItemFlags_Inputable ) ) { - ItemSize( total_bb, style.FramePadding.y ); EndGroup(); return false; } - if( !BeginChildFrame( id, frame_bb.GetSize() ) ) + 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 ) { - EndChildFrame(); + EndChild(); EndGroup(); return false; } - draw_window = GetCurrentWindow(); - draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight - size.x -= draw_window->ScrollbarSizes.x; + 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( !ItemAdd( total_bb, id, &frame_bb ) ) - { - return false; - } + 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 ) @@ -4262,28 +4977,24 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf g.MouseCursor = ImGuiMouseCursor_TextInput; } - // NB: we are only allowed to access 'edit_state' if we are the active widget. - ImGuiInputTextState* state = NULL; - if( g.InputTextState.ID == id ) - { - state = &g.InputTextState; - } + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState( id ); - const bool focus_requested = FocusableItemRegister( window, id ); - const bool focus_requested_by_code = focus_requested && ( g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll ); - const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + 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_nav_input_start = ( g.ActiveId != id ) && ( ( g.NavInputId == id ) || ( g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard ) ); - const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID( draw_window, ImGuiAxis_Y ); - const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID( draw_window, ImGuiAxis_Y ); - + 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 = ( g.ActiveId != id ) && ( ( flags & ImGuiInputTextFlags_AutoSelectAll ) != 0 || user_nav_input_start ) && ( !is_multiline ); + bool select_all = false; - const bool init_make_active = ( focus_requested || user_clicked || user_scroll_finish || user_nav_input_start ); + 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 ) + if( ( init_state && g.ActiveId != id ) || init_changed_specs ) { // Access state even if we don't own it yet. state = &g.InputTextState; @@ -4295,17 +5006,23 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int 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. - // 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 ); if( recycle_state ) { // Recycle existing cursor/selection/undo stack but clamp position @@ -4314,21 +5031,29 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf } else { - state->ID = id; state->ScrollX = 0.0f; stb_textedit_initialize_state( &state->Stb, !is_multiline ); - if( !is_multiline && focus_requested_by_code ) + } + + 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_AlwaysInsertMode ) + + if( flags & ImGuiInputTextFlags_AlwaysOverwrite ) { - state->Stb.insert_mode = 1; - } - if( !is_multiline && ( focus_requested_by_tab || ( user_clicked && io.KeyCtrl ) ) ) - { - select_all = true; + state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) } } @@ -4338,15 +5063,25 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf SetActiveID( id, window ); SetFocusID( id, window ); FocusWindow( window ); + + // Declare our inputs IM_ASSERT( ImGuiNavInput_COUNT < 32 ); - g.ActiveIdBlockNavInputFlags = ( 1 << ImGuiNavInput_Cancel ); + 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. { - g.ActiveIdBlockNavInputFlags |= ( 1 << ImGuiNavInput_KeyTab_ ); - } - if( !is_multiline && !( flags & ImGuiInputTextFlags_CallbackHistory ) ) - { - g.ActiveIdAllowNavDirFlags = ( ( 1 << ImGuiDir_Up ) | ( 1 << ImGuiDir_Down ) ); + SetActiveIdUsingKey( ImGuiKey_Tab ); } } @@ -4364,7 +5099,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf // 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() && ( RENDER_SELECTION_WHEN_INACTIVE || render_cursor ); + bool render_selection = state && ( state->HasSelection() || select_all ) && ( RENDER_SELECTION_WHEN_INACTIVE || render_cursor ); bool value_changed = false; bool enter_pressed = false; @@ -4391,7 +5126,6 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf ImFont* password_font = &g.InputTextPasswordFont; password_font->FontSize = g.Font->FontSize; password_font->Scale = g.Font->Scale; - password_font->DisplayOffset = g.Font->DisplayOffset; password_font->Ascent = g.Font->Ascent; password_font->Descent = g.Font->Descent; password_font->ContainerAtlas = g.Font->ContainerAtlas; @@ -4407,10 +5141,9 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf { IM_ASSERT( state != NULL ); backup_current_text_length = state->CurLenA; + state->Edited = false; state->BufCapacityA = buf_size; - state->UserFlags = flags; - state->UserCallback = callback; - state->UserCallbackData = callback_user_data; + 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. @@ -4419,22 +5152,56 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf // 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 - style.FramePadding.y ) : ( g.FontSize * 0.5f ) ); + 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 || ( hovered && !is_osx && io.MouseDoubleClicked[0] ) ) + if( select_all ) { state->SelectAll(); state->SelectedAllMouseLock = true; } - else if( hovered && is_osx && io.MouseDoubleClicked[0] ) + else if( hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift ) { - // Double-click select a word only, OS X style (by simulating keystrokes) - state->OnKeyPressed( STB_TEXTEDIT_K_WORDLEFT ); - state->OnKeyPressed( STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT ); + 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 ); @@ -4452,33 +5219,32 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf state->SelectedAllMouseLock = false; } - // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. - // Win32 and GLFW naturally do it but not SDL. + // We except 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) const bool ignore_char_inputs = ( io.KeyCtrl && !io.KeyAlt ) || ( is_osx && io.KeySuper ); - if( ( flags & ImGuiInputTextFlags_AllowTabInput ) && IsKeyPressedMap( ImGuiKey_Tab ) && !ignore_char_inputs && !io.KeyShift && !is_readonly ) - if( !io.InputQueueCharacters.contains( '\t' ) ) + if( ( flags & ImGuiInputTextFlags_AllowTabInput ) && IsKeyPressed( ImGuiKey_Tab ) && !ignore_char_inputs && !io.KeyShift && !is_readonly ) + { + unsigned int c = '\t'; // Insert TAB + if( InputTextFilterCharacter( &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard ) ) { - unsigned int c = '\t'; // Insert TAB - if( InputTextFilterCharacter( &c, flags, callback, callback_user_data ) ) - { - state->OnKeyPressed( ( int )c ); - } + 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 && !user_nav_input_start ) + 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 ) + if( c == '\t' ) // Skip Tab, see above. { continue; } - if( InputTextFilterCharacter( &c, flags, callback, callback_user_data ) ) + if( InputTextFilterCharacter( &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard ) ) { state->OnKeyPressed( ( int )c ); } @@ -4494,30 +5260,39 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf 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_osx = io.ConfigMacOSXBehaviors; - const bool is_shortcut_key = ( is_osx ? ( io.KeySuper && !io.KeyCtrl ) : ( io.KeyCtrl && !io.KeySuper ) ) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl - const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_osx_shift_shortcut = is_osx && ( io.KeyMods == ( ImGuiModFlags_Super | ImGuiModFlags_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.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; - const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + const bool is_ctrl_key_only = ( io.KeyMods == ImGuiModFlags_Ctrl ); + const bool is_shift_key_only = ( io.KeyMods == ImGuiModFlags_Shift ); + const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? ( io.KeyMods == ImGuiModFlags_Super ) : ( io.KeyMods == ImGuiModFlags_Ctrl ); - const bool is_cut = ( ( is_shortcut_key && IsKeyPressedMap( ImGuiKey_X ) ) || ( is_shift_key_only && IsKeyPressedMap( ImGuiKey_Delete ) ) ) && !is_readonly && !is_password && ( !is_multiline || state->HasSelection() ); - const bool is_copy = ( ( is_shortcut_key && IsKeyPressedMap( ImGuiKey_C ) ) || ( is_ctrl_key_only && IsKeyPressedMap( ImGuiKey_Insert ) ) ) && !is_password && ( !is_multiline || state->HasSelection() ); - const bool is_paste = ( ( is_shortcut_key && IsKeyPressedMap( ImGuiKey_V ) ) || ( is_shift_key_only && IsKeyPressedMap( ImGuiKey_Insert ) ) ) && !is_readonly; - const bool is_undo = ( ( is_shortcut_key && IsKeyPressedMap( ImGuiKey_Z ) ) && !is_readonly && is_undoable ); - const bool is_redo = ( ( is_shortcut_key && IsKeyPressedMap( ImGuiKey_Y ) ) || ( is_osx_shift_shortcut && IsKeyPressedMap( ImGuiKey_Z ) ) ) && !is_readonly && is_undoable; + 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; - if( IsKeyPressedMap( ImGuiKey_LeftArrow ) ) + // 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, ImGuiNavReadMode_Pressed ) && !IsKeyPressed( ImGuiKey_Space ) ) || IsNavInputTest( ImGuiNavInput_Input, ImGuiNavReadMode_Pressed ); + const bool is_cancel = IsKeyPressed( ImGuiKey_Escape ) || IsNavInputTest( ImGuiNavInput_Cancel, ImGuiNavReadMode_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( IsKeyPressedMap( ImGuiKey_RightArrow ) ) + 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( IsKeyPressedMap( ImGuiKey_UpArrow ) && is_multiline ) + else if( IsKeyPressed( ImGuiKey_UpArrow ) && is_multiline ) { if( io.KeyCtrl ) { @@ -4528,7 +5303,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf state->OnKeyPressed( ( is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP ) | k_mask ); } } - else if( IsKeyPressedMap( ImGuiKey_DownArrow ) && is_multiline ) + else if( IsKeyPressed( ImGuiKey_DownArrow ) && is_multiline ) { if( io.KeyCtrl ) { @@ -4539,19 +5314,29 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf state->OnKeyPressed( ( is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN ) | k_mask ); } } - else if( IsKeyPressedMap( ImGuiKey_Home ) ) + 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( IsKeyPressedMap( ImGuiKey_End ) ) + else if( IsKeyPressed( ImGuiKey_End ) ) { state->OnKeyPressed( io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask ); } - else if( IsKeyPressedMap( ImGuiKey_Delete ) && !is_readonly ) + else if( IsKeyPressed( ImGuiKey_Delete ) && !is_readonly && !is_cut ) { state->OnKeyPressed( STB_TEXTEDIT_K_DELETE | k_mask ); } - else if( IsKeyPressedMap( ImGuiKey_Backspace ) && !is_readonly ) + else if( IsKeyPressed( ImGuiKey_Backspace ) && !is_readonly ) { if( !state->HasSelection() ) { @@ -4566,7 +5351,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf } state->OnKeyPressed( STB_TEXTEDIT_K_BACKSPACE | k_mask ); } - else if( IsKeyPressedMap( ImGuiKey_Enter ) || IsKeyPressedMap( ImGuiKey_KeyPadEnter ) ) + 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 ) ) @@ -4576,13 +5361,18 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf else if( !is_readonly ) { unsigned int c = '\n'; // Insert new line - if( InputTextFilterCharacter( &c, flags, callback, callback_user_data ) ) + if( InputTextFilterCharacter( &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard ) ) { state->OnKeyPressed( ( int )c ); } } } - else if( IsKeyPressedMap( ImGuiKey_Escape ) ) + 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; } @@ -4591,7 +5381,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf state->OnKeyPressed( is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO ); state->ClearSelection(); } - else if( is_shortcut_key && IsKeyPressedMap( ImGuiKey_A ) ) + else if( is_shortcut_key && IsKeyPressed( ImGuiKey_A ) ) { state->SelectAll(); state->CursorFollow = true; @@ -4635,7 +5425,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf { break; } - if( c >= 0x10000 || !InputTextFilterCharacter( &c, flags, callback, callback_user_data ) ) + if( !InputTextFilterCharacter( &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard ) ) { continue; } @@ -4656,60 +5446,75 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf } // 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 ); - const char* apply_new_text = NULL; - int apply_new_text_length = 0; 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 ); } } + // 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. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. - bool apply_edit_back_to_user_buffer = !cancel_edit || ( enter_pressed && ( flags & ImGuiInputTextFlags_EnterReturnsTrue ) != 0 ); + // 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 = !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_CallbackAlways ) ) != 0 ) + 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_COUNT; - if( ( flags & ImGuiInputTextFlags_CallbackCompletion ) != 0 && IsKeyPressedMap( ImGuiKey_Tab ) ) + 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 && IsKeyPressedMap( ImGuiKey_UpArrow ) ) + else if( ( flags & ImGuiInputTextFlags_CallbackHistory ) != 0 && IsKeyPressed( ImGuiKey_UpArrow ) ) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_UpArrow; } - else if( ( flags & ImGuiInputTextFlags_CallbackHistory ) != 0 && IsKeyPressedMap( ImGuiKey_DownArrow ) ) + 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; @@ -4723,8 +5528,9 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf 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 = state->TextA.Data; + callback_data.Buf = callback_buf; callback_data.BufTextLen = state->CurLenA; callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; @@ -4739,28 +5545,31 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf callback( &callback_data ); // Read back what user may have modified - IM_ASSERT( callback_data.Buf == state->TextA.Data ); // Invalid to modify those fields + 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 ); - if( callback_data.CursorPos != utf8_cursor_pos ) + 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 ) + if( callback_data.SelectionStart != utf8_selection_start || buf_dirty ) { - state->Stb.select_start = ImTextCountCharsFromUtf8( callback_data.Buf, callback_data.Buf + callback_data.SelectionStart ); + 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 ) + if( callback_data.SelectionEnd != utf8_selection_end || buf_dirty ) { - state->Stb.select_end = ImTextCountCharsFromUtf8( callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd ); + 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( callback_data.BufDirty ) + if( buf_dirty ) { 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 ) ); + 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() @@ -4777,35 +5586,37 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf } } - // Copy result to user buffer - if( apply_new_text ) - { - IM_ASSERT( apply_new_text_length >= 0 ); - if( backup_current_text_length != apply_new_text_length && 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 ); - } - - // 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; - } - // Clear temporary user storage - state->UserFlags = 0; - state->UserCallback = NULL; - state->UserCallbackData = NULL; + 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_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 ) ); + 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) @@ -4821,7 +5632,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf 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 + size.x, frame_bb.Min.y + size.y ); // Not using frame_bb.Max because we have adjusted size + 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 ); @@ -4879,7 +5690,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf // 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-bits + //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' ) { @@ -4923,7 +5734,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) if( is_multiline ) { - text_size = ImVec2( size.x, line_count * g.FontSize ); + text_size = ImVec2( inner_size.x, line_count * g.FontSize ); } } @@ -4933,14 +5744,15 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf // Horizontal scroll in chunks of quarter width if( !( flags & ImGuiInputTextFlags_NoHorizontalScroll ) ) { - const float scroll_increment_x = size.x * 0.25f; + 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 = ( float )( int )ImMax( 0.0f, cursor_offset.x - scroll_increment_x ); + state->ScrollX = IM_FLOOR( ImMax( 0.0f, cursor_offset.x - scroll_increment_x ) ); } - else if( cursor_offset.x - size.x >= state->ScrollX ) + else if( cursor_offset.x - visible_width >= state->ScrollX ) { - state->ScrollX = ( float )( int )( cursor_offset.x - size.x + scroll_increment_x ); + state->ScrollX = IM_FLOOR( cursor_offset.x - visible_width + scroll_increment_x ); } } else @@ -4951,15 +5763,17 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf // Vertical scroll if( is_multiline ) { - float scroll_y = draw_window->Scroll.y; + // 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 - size.y >= scroll_y ) + else if( cursor_offset.y - ( inner_size.y - style.FramePadding.y * 2.0f ) >= scroll_y ) { - scroll_y = cursor_offset.y - size.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; } @@ -4986,7 +5800,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf } 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-bits + //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' ) @@ -4999,7 +5813,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf ImVec2 rect_size = InputTextCalcTextSizeW( p, text_selected_end, &p, NULL, true ); if( rect_size.x <= 0.0f ) { - rect_size.x = ( float )( int )( g.Font->GetCharAdvance( ( ImWchar )' ' ) * 0.50f ); // So we can see selected empty lines + 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 ); @@ -5025,7 +5839,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf { 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 = draw_pos + cursor_offset - draw_scroll; + 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 ) ) { @@ -5035,7 +5849,9 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf // 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.PlatformImePos = ImVec2( cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize ); + 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; } } } @@ -5044,7 +5860,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf // Render text only (no selection, no cursor) if( is_multiline ) { - text_size = ImVec2( size.x, InputTextCalcTextLenAndLineCount( buf_display, &buf_display_end ) * g.FontSize ); // We don't need width + 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 ) { @@ -5062,21 +5878,36 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf } } - if( is_multiline ) - { - Dummy( text_size + ImVec2( 0.0f, g.FontSize ) ); // Always add room to scroll an extra line - EndChildFrame(); - EndGroup(); - } - if( is_password && !is_displaying_hint ) { PopFont(); } - // Log as text - if( g.LogEnabled && !( is_password && !is_displaying_hint ) ) + 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 ); } @@ -5090,7 +5921,7 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf MarkItemEdited( id ); } - IMGUI_TEST_ENGINE_ITEM_INFO( id, label, window->DC.ItemFlags ); + IMGUI_TEST_ENGINE_ITEM_INFO( id, label, g.LastItemData.StatusFlags ); if( ( flags & ImGuiInputTextFlags_EnterReturnsTrue ) != 0 ) { return enter_pressed; @@ -5101,6 +5932,46 @@ bool ImGui::InputTextEx( const char* label, const char* hint, char* buf, int buf } } +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 ); + Text( "CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end ); + 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 ), true ) ) // Visualize undo state + { + PushStyleVar( ImGuiStyleVar_ItemSpacing, ImVec2( 0, 0 ) ); + for( int n = 0; n < STB_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 +} + //------------------------------------------------------------------------- // [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. //------------------------------------------------------------------------- @@ -5121,9 +5992,39 @@ bool ImGui::ColorEdit3( const char* label, float col[3], ImGuiColorEditFlags fla return ColorEdit4( label, col, flags | ImGuiColorEditFlags_NoAlpha ); } +// 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; + } + + // 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 V == 0, S is undefined. + if( *V == 0.0f ) + { + *S = g.ColorEditLastSat; + } +} + // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// With typical options: Left-click on colored 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. +// 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(); @@ -5148,7 +6049,7 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla const ImGuiColorEditFlags flags_untouched = flags; if( flags & ImGuiColorEditFlags_NoInputs ) { - flags = ( flags & ( ~ImGuiColorEditFlags__DisplayMask ) ) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + flags = ( flags & ( ~ImGuiColorEditFlags_DisplayMask_ ) ) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; } // Context menu: display and modify options (before defaults are applied) @@ -5158,25 +6059,25 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla } // Read stored options - if( !( flags & ImGuiColorEditFlags__DisplayMask ) ) + if( !( flags & ImGuiColorEditFlags_DisplayMask_ ) ) { - flags |= ( g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask ); + flags |= ( g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_ ); } - if( !( flags & ImGuiColorEditFlags__DataTypeMask ) ) + if( !( flags & ImGuiColorEditFlags_DataTypeMask_ ) ) { - flags |= ( g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask ); + flags |= ( g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_ ); } - if( !( flags & ImGuiColorEditFlags__PickerMask ) ) + if( !( flags & ImGuiColorEditFlags_PickerMask_ ) ) { - flags |= ( g.ColorEditOptions & ImGuiColorEditFlags__PickerMask ); + flags |= ( g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_ ); } - if( !( flags & ImGuiColorEditFlags__InputMask ) ) + if( !( flags & ImGuiColorEditFlags_InputMask_ ) ) { - flags |= ( g.ColorEditOptions & 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 + 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; @@ -5192,10 +6093,7 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla { // 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] ); - if( f[1] == 0 && memcmp( g.ColorEditLastColor, col, sizeof( float ) * 3 ) == 0 ) - { - f[0] = g.ColorEditLastHue; - } + 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] ) }; @@ -5209,8 +6107,8 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla if( ( flags & ( ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV ) ) != 0 && ( flags & ImGuiColorEditFlags_NoInputs ) == 0 ) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax( 1.0f, ( float )( int )( ( w_inputs - ( style.ItemInnerSpacing.x ) * ( components - 1 ) ) / ( float )components ) ); - const float w_item_last = ImMax( 1.0f, ( float )( int )( w_inputs - ( w_item_one + style.ItemInnerSpacing.x ) * ( components - 1 ) ) ); + 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" }; @@ -5236,20 +6134,19 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla } SetNextItemWidth( ( n + 1 < components ) ? w_item_one : w_item_last ); - // Disable Hue edit when Saturation is zero - const bool disable_hue_edit = ( n == 0 && ( flags & ImGuiColorEditFlags_DisplayHSV ) && i[1] == 0 ); + // 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, disable_hue_edit ? +FLT_MAX : 0.0f, disable_hue_edit ? -FLT_MAX : hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n] ); + 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, disable_hue_edit ? INT_MAX : 0, disable_hue_edit ? INT_MIN : hdr ? 0 : 255, fmt_table_int[fmt_idx][n] ); + 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" ); + OpenPopupOnItemClick( "context", ImGuiPopupFlags_MouseButtonRight ); } } } @@ -5274,19 +6171,22 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla { p++; } - i[0] = i[1] = i[2] = i[3] = 0; + 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 ) { - 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) + 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 { - sscanf( p, "%02X%02X%02X", ( unsigned int* )&i[0], ( unsigned int* )&i[1], ( unsigned int* )&i[2] ); + 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" ); + OpenPopupOnItemClick( "context", ImGuiPopupFlags_MouseButtonRight ); } } @@ -5304,12 +6204,12 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla // Store current color and open a picker g.ColorPickerRef = col_v4; OpenPopup( "picker" ); - SetNextWindowPos( window->DC.LastItemRect.GetBL() + ImVec2( -1, style.ItemSpacing.y ) ); + SetNextWindowPos( g.LastItemData.Rect.GetBL() + ImVec2( 0.0f, style.ItemSpacing.y ) ); } } if( !( flags & ImGuiColorEditFlags_NoOptions ) ) { - OpenPopupOnItemClick( "context" ); + OpenPopupOnItemClick( "context", ImGuiPopupFlags_MouseButtonRight ); } if( BeginPopup( "picker" ) ) @@ -5320,8 +6220,8 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla 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; + 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(); @@ -5330,7 +6230,7 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla if( label != label_display_end && !( flags & ImGuiColorEditFlags_NoLabel ) ) { - window->DC.CursorPos = ImVec2( pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y ); + SameLine( 0.0f, style.ItemInnerSpacing.x ); TextEx( label, label_display_end ); } @@ -5345,8 +6245,9 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla 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] ); - memcpy( g.ColorEditLastColor, f, sizeof( float ) * 3 ); + g.ColorEditLastColor = ColorConvertFloat4ToU32( ImVec4( f[0], f[1], f[2], 0 ) ); } if( ( flags & ImGuiColorEditFlags_DisplayRGB ) && ( flags & ImGuiColorEditFlags_InputHSV ) ) { @@ -5367,7 +6268,7 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla // Drag and Drop Target // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. - if( ( window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect ) && !( flags & ImGuiColorEditFlags_NoDragDrop ) && BeginDragDropTarget() ) + 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 ) ) @@ -5392,12 +6293,12 @@ bool ImGui::ColorEdit4( const char* label, float col[4], ImGuiColorEditFlags fla // 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 ) { - window->DC.LastItemId = g.ActiveId; + g.LastItemData.ID = g.ActiveId; } if( value_changed ) { - MarkItemEdited( window->DC.LastItemId ); + MarkItemEdited( g.LastItemData.ID ); } return value_changed; @@ -5416,76 +6317,6 @@ bool ImGui::ColorPicker3( const char* label, float col[3], ImGuiColorEditFlags f return true; } -static inline ImU32 ImAlphaBlendColor( 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 ); -} - -// Helper for ColorPicker4() -// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. -// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether. -void ImGui::RenderColorRectWithAlphaCheckerboard( ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags ) -{ - ImGuiWindow* window = GetCurrentWindow(); - if( ( ( col & IM_COL32_A_MASK ) >> IM_COL32_A_SHIFT ) < 0xFF ) - { - ImU32 col_bg1 = GetColorU32( ImAlphaBlendColor( IM_COL32( 204, 204, 204, 255 ), col ) ); - ImU32 col_bg2 = GetColorU32( ImAlphaBlendColor( IM_COL32( 128, 128, 128, 255 ), col ) ); - window->DrawList->AddRectFilled( p_min, p_max, col_bg1, rounding, rounding_corners_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; - } - int rounding_corners_flags_cell = 0; - if( y1 <= p_min.y ) - { - if( x1 <= p_min.x ) - { - rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; - } - if( x2 >= p_max.x ) - { - rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; - } - } - if( y2 >= p_max.y ) - { - if( x1 <= p_min.x ) - { - rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; - } - if( x2 >= p_max.x ) - { - rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; - } - } - rounding_corners_flags_cell &= rounding_corners_flags; - window->DrawList->AddRectFilled( ImVec2( x1, y1 ), ImVec2( x2, y2 ), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell ); - } - } - } - else - { - window->DrawList->AddRectFilled( p_min, p_max, col, rounding, rounding_corners_flags ); - } -} - // Helper for ColorPicker4() static void RenderArrowsForVerticalBar( ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha ) { @@ -5531,16 +6362,16 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f } // Read stored options - if( !( flags & ImGuiColorEditFlags__PickerMask ) ) + if( !( flags & ImGuiColorEditFlags_PickerMask_ ) ) { - flags |= ( ( g.ColorEditOptions & ImGuiColorEditFlags__PickerMask ) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault ) & ImGuiColorEditFlags__PickerMask; + flags |= ( ( g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_ ) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_ ) & ImGuiColorEditFlags_PickerMask_; } - if( !( flags & ImGuiColorEditFlags__InputMask ) ) + if( !( flags & ImGuiColorEditFlags_InputMask_ ) ) { - flags |= ( ( g.ColorEditOptions & ImGuiColorEditFlags__InputMask ) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault ) & 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 + 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 ); @@ -5555,7 +6386,7 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f 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 = ( float )( int )( bars_width * 0.20f ); + float bars_triangles_half_sz = IM_FLOOR( bars_width * 0.20f ); float backup_initial_col[4]; memcpy( backup_initial_col, col, components * sizeof( float ) ); @@ -5577,10 +6408,7 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV( R, G, B, H, S, V ); - if( S == 0 && memcmp( g.ColorEditLastColor, col, sizeof( float ) * 3 ) == 0 ) - { - H = g.ColorEditLastHue; - } + ColorEditRestoreHS( col, &H, &S, &V ); } else if( flags & ImGuiColorEditFlags_InputHSV ) { @@ -5628,7 +6456,7 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f } if( !( flags & ImGuiColorEditFlags_NoOptions ) ) { - OpenPopupOnItemClick( "context" ); + OpenPopupOnItemClick( "context", ImGuiPopupFlags_MouseButtonRight ); } } else if( flags & ImGuiColorEditFlags_PickerHueBar ) @@ -5639,11 +6467,17 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f { 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" ); + OpenPopupOnItemClick( "context", ImGuiPopupFlags_MouseButtonRight ); } // Hue bar logic @@ -5697,7 +6531,7 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f Text( "Current" ); } - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + 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 ) { @@ -5718,9 +6552,10 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f { if( flags & ImGuiColorEditFlags_InputRGB ) { - ColorConvertHSVtoRGB( H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2] ); + ColorConvertHSVtoRGB( H, S, V, col[0], col[1], col[2] ); g.ColorEditLastHue = H; - memcpy( g.ColorEditLastColor, col, sizeof( float ) * 3 ); + g.ColorEditLastSat = S; + g.ColorEditLastColor = ColorConvertFloat4ToU32( ImVec4( col[0], col[1], col[2], 0 ) ); } else if( flags & ImGuiColorEditFlags_InputHSV ) { @@ -5735,21 +6570,21 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f 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_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( flags & ImGuiColorEditFlags_DisplayRGB || ( flags & ImGuiColorEditFlags_DisplayMask_ ) == 0 ) if( ColorEdit4( "##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB ) ) { - // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // 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 ) + 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 ) + if( flags & ImGuiColorEditFlags_DisplayHex || ( flags & ImGuiColorEditFlags_DisplayMask_ ) == 0 ) { value_changed |= ColorEdit4( "##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex ); } @@ -5782,10 +6617,7 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f G = col[1]; B = col[2]; ColorConvertRGBtoHSV( R, G, B, H, S, V ); - if( S == 0 && memcmp( g.ColorEditLastColor, col, sizeof( float ) * 3 ) == 0 ) // Fix local Hue as display below will use it immediately. - { - H = g.ColorEditLastHue; - } + ColorEditRestoreHS( col, &H, &S, &V ); // Fix local Hue as display below will use it immediately. } else if( flags & ImGuiColorEditFlags_InputHSV ) { @@ -5820,7 +6652,7 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f 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, false, wheel_thickness ); + draw_list->PathStroke( col_white, 0, wheel_thickness ); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices @@ -5849,7 +6681,7 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f 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_white ); + 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 ) ); @@ -5860,15 +6692,15 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f 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( ( float )( int )( picker_pos.x + ImSaturate( S ) * sv_picker_size + 0.5f ), 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( ( float )( int )( picker_pos.y + ImSaturate( 1 - V ) * sv_picker_size + 0.5f ), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2 ); + 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 = ( float )( int )( picker_pos.y + H * sv_picker_size + 0.5f ); + 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 ); } @@ -5884,9 +6716,9 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f { 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( bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2( 0.0f, 0.0f ) ); + 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 = ( float )( int )( picker_pos.y + ( 1.0f - alpha ) * sv_picker_size + 0.5f ); + 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 ); } @@ -5899,7 +6731,7 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f } if( value_changed ) { - MarkItemEdited( window->DC.LastItemId ); + MarkItemEdited( g.LastItemData.ID ); } PopID(); @@ -5907,11 +6739,11 @@ bool ImGui::ColorPicker4( const char* label, float col[4], ImGuiColorEditFlags f return value_changed; } -// A little colored square. Return true when clicked. +// 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 ) +bool ImGui::ColorButton( const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg ) { ImGuiWindow* window = GetCurrentWindow(); if( window->SkipItems ) @@ -5921,15 +6753,8 @@ bool ImGui::ColorButton( const char* desc_id, const ImVec4& col, ImGuiColorEditF 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 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 ) ) @@ -5955,13 +6780,17 @@ bool ImGui::ColorButton( const char* desc_id, const ImVec4& col, ImGuiColorEditF 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 = -0.75f; // 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 ); + 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 = ( float )( int )( ( bb_inner.Min.x + bb_inner.Max.x ) * 0.5f + 0.5f ); - RenderColorRectWithAlphaCheckerboard( 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, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight ); - window->DrawList->AddRectFilled( bb_inner.Min, ImVec2( mid_x, bb_inner.Max.y ), GetColorU32( col_rgb_without_alpha ), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft ); + 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 { @@ -5969,21 +6798,24 @@ bool ImGui::ColorButton( const char* desc_id, const ImVec4& col, ImGuiColorEditF ImVec4 col_source = ( flags & ImGuiColorEditFlags_AlphaPreview ) ? col_rgb : col_rgb_without_alpha; if( col_source.w < 1.0f ) { - RenderColorRectWithAlphaCheckerboard( bb_inner.Min, bb_inner.Max, GetColorU32( col_source ), grid_step, ImVec2( off, off ), rounding ); + 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, ImDrawCornerFlags_All ); + window->DrawList->AddRectFilled( bb_inner.Min, bb_inner.Max, GetColorU32( col_source ), rounding ); } } RenderNavHighlight( bb, id ); - if( g.Style.FrameBorderSize > 0.0f ) + if( ( flags & ImGuiColorEditFlags_NoBorder ) == 0 ) { - 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 + 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 @@ -6007,7 +6839,7 @@ bool ImGui::ColorButton( const char* desc_id, const ImVec4& col, ImGuiColorEditF // Tooltip if( !( flags & ImGuiColorEditFlags_NoTooltip ) && hovered ) { - ColorTooltip( desc_id, &col.x, flags & ( ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf ) ); + ColorTooltip( desc_id, &col.x, flags & ( ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf ) ); } return pressed; @@ -6017,26 +6849,26 @@ bool ImGui::ColorButton( const char* desc_id, const ImVec4& col, ImGuiColorEditF void ImGui::SetColorEditOptions( ImGuiColorEditFlags flags ) { ImGuiContext& g = *GImGui; - if( ( flags & ImGuiColorEditFlags__DisplayMask ) == 0 ) + if( ( flags & ImGuiColorEditFlags_DisplayMask_ ) == 0 ) { - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; } - if( ( flags & ImGuiColorEditFlags__DataTypeMask ) == 0 ) + if( ( flags & ImGuiColorEditFlags_DataTypeMask_ ) == 0 ) { - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; } - if( ( flags & ImGuiColorEditFlags__PickerMask ) == 0 ) + if( ( flags & ImGuiColorEditFlags_PickerMask_ ) == 0 ) { - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; } - if( ( flags & ImGuiColorEditFlags__InputMask ) == 0 ) + if( ( flags & ImGuiColorEditFlags_InputMask_ ) == 0 ) { - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; + 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 + 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; } @@ -6045,7 +6877,7 @@ void ImGui::ColorTooltip( const char* text, const float* col, ImGuiColorEditFlag { ImGuiContext& g = *GImGui; - BeginTooltipEx( 0, true ); + BeginTooltipEx( ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None ); const char* text_end = text ? FindRenderedTextEnd( text, NULL ) : text; if( text_end > text ) { @@ -6056,9 +6888,9 @@ void ImGui::ColorTooltip( const char* text, const float* col, ImGuiColorEditFlag 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 ); + 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_InputRGB ) || !( flags & ImGuiColorEditFlags_InputMask_ ) ) { if( flags & ImGuiColorEditFlags_NoAlpha ) { @@ -6085,8 +6917,8 @@ void ImGui::ColorTooltip( const char* text, const float* col, ImGuiColorEditFlag void ImGui::ColorEditOptionsPopup( const float* col, ImGuiColorEditFlags flags ) { - bool allow_opt_inputs = !( flags & ImGuiColorEditFlags__DisplayMask ); - bool allow_opt_datatype = !( flags & ImGuiColorEditFlags__DataTypeMask ); + bool allow_opt_inputs = !( flags & ImGuiColorEditFlags_DisplayMask_ ); + bool allow_opt_datatype = !( flags & ImGuiColorEditFlags_DataTypeMask_ ); if( ( !allow_opt_inputs && !allow_opt_datatype ) || !BeginPopup( "context" ) ) { return; @@ -6097,15 +6929,15 @@ void ImGui::ColorEditOptionsPopup( const float* col, ImGuiColorEditFlags flags ) { if( RadioButton( "RGB", ( opts & ImGuiColorEditFlags_DisplayRGB ) != 0 ) ) { - opts = ( opts & ~ImGuiColorEditFlags__DisplayMask ) | ImGuiColorEditFlags_DisplayRGB; + opts = ( opts & ~ImGuiColorEditFlags_DisplayMask_ ) | ImGuiColorEditFlags_DisplayRGB; } if( RadioButton( "HSV", ( opts & ImGuiColorEditFlags_DisplayHSV ) != 0 ) ) { - opts = ( opts & ~ImGuiColorEditFlags__DisplayMask ) | ImGuiColorEditFlags_DisplayHSV; + opts = ( opts & ~ImGuiColorEditFlags_DisplayMask_ ) | ImGuiColorEditFlags_DisplayHSV; } if( RadioButton( "Hex", ( opts & ImGuiColorEditFlags_DisplayHex ) != 0 ) ) { - opts = ( opts & ~ImGuiColorEditFlags__DisplayMask ) | ImGuiColorEditFlags_DisplayHex; + opts = ( opts & ~ImGuiColorEditFlags_DisplayMask_ ) | ImGuiColorEditFlags_DisplayHex; } } if( allow_opt_datatype ) @@ -6116,11 +6948,11 @@ void ImGui::ColorEditOptionsPopup( const float* col, ImGuiColorEditFlags flags ) } if( RadioButton( "0..255", ( opts & ImGuiColorEditFlags_Uint8 ) != 0 ) ) { - opts = ( opts & ~ImGuiColorEditFlags__DataTypeMask ) | ImGuiColorEditFlags_Uint8; + opts = ( opts & ~ImGuiColorEditFlags_DataTypeMask_ ) | ImGuiColorEditFlags_Uint8; } if( RadioButton( "0.00..1.00", ( opts & ImGuiColorEditFlags_Float ) != 0 ) ) { - opts = ( opts & ~ImGuiColorEditFlags__DataTypeMask ) | ImGuiColorEditFlags_Float; + opts = ( opts & ~ImGuiColorEditFlags_DataTypeMask_ ) | ImGuiColorEditFlags_Float; } } @@ -6146,18 +6978,19 @@ void ImGui::ColorEditOptionsPopup( const float* col, ImGuiColorEditFlags flags ) { SetClipboardText( buf ); } - if( flags & ImGuiColorEditFlags_NoAlpha ) - { - ImFormatString( buf, IM_ARRAYSIZE( buf ), "0x%02X%02X%02X", cr, cg, cb ); - } - else - { - ImFormatString( buf, IM_ARRAYSIZE( buf ), "0x%02X%02X%02X%02X", cr, cg, cb, ca ); - } + 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(); } @@ -6167,7 +7000,7 @@ void ImGui::ColorEditOptionsPopup( const float* col, ImGuiColorEditFlags flags ) void ImGui::ColorPickerOptionsPopup( const float* ref_col, ImGuiColorEditFlags flags ) { - bool allow_opt_picker = !( flags & ImGuiColorEditFlags__PickerMask ); + 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" ) ) { @@ -6198,12 +7031,12 @@ void ImGui::ColorPickerOptionsPopup( const float* ref_col, ImGuiColorEditFlags f 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 ); + g.ColorEditOptions = ( g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_ ) | ( picker_flags & ImGuiColorEditFlags_PickerMask_ ); } SetCursorScreenPos( backup_pos ); - ImVec4 dummy_ref_col; - memcpy( &dummy_ref_col, ref_col, sizeof( float ) * ( ( picker_flags & ImGuiColorEditFlags_NoAlpha ) ? 3 : 4 ) ); - ColorPicker4( "##dummypicker", &dummy_ref_col.x, picker_flags ); + 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(); @@ -6214,7 +7047,7 @@ void ImGui::ColorPickerOptionsPopup( const float* ref_col, ImGuiColorEditFlags f { Separator(); } - CheckboxFlags( "Alpha Bar", ( unsigned int* )&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar ); + CheckboxFlags( "Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar ); } EndPopup(); } @@ -6309,9 +7142,9 @@ bool ImGui::TreeNodeExV( const char* str_id, ImGuiTreeNodeFlags flags, const cha 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 ) @@ -6322,9 +7155,9 @@ bool ImGui::TreeNodeExV( const void* ptr_id, ImGuiTreeNodeFlags flags, const cha 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 ); + const char* label, *label_end; + ImFormatStringToTempBufferV( &label, &label_end, fmt, args ); + return TreeNodeBehavior( window->GetID( ptr_id ), flags, label, label_end ); } bool ImGui::TreeNodeBehaviorIsOpen( ImGuiID id, ImGuiTreeNodeFlags flags ) @@ -6388,7 +7221,7 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* 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, 0.0f ); + const ImVec2 padding = ( display_frame || ( flags & ImGuiTreeNodeFlags_FramePadding ) ) ? style.FramePadding : ImVec2( style.FramePadding.x, ImMin( window->DC.CurrLineTextBaseOffset, style.FramePadding.y ) ); if( !label_end ) { @@ -6407,15 +7240,15 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* { // 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 -= ( float )( int )( window->WindowPadding.x * 0.5f - 1.0f ); - frame_bb.Max.x += ( float )( int )( window->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 ), 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; @@ -6431,12 +7264,12 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* bool is_open = TreeNodeBehaviorIsOpen( id, flags ); if( is_open && !g.NavIdIsAlive && ( flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere ) && !( flags & ImGuiTreeNodeFlags_NoTreePushOnOpen ) ) { - window->DC.TreeMayJumpToParentOnPopMask |= ( 1 << window->DC.TreeDepth ); + window->DC.TreeJumpToParentOnPopMask |= ( 1 << window->DC.TreeDepth ); } bool item_add = ItemAdd( interact_bb, id ); - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; - window->DC.LastItemDisplayRect = frame_bb; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; if( !item_add ) { @@ -6444,29 +7277,53 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* { TreePushOverrideID( id ); } - IMGUI_TEST_ENGINE_ITEM_INFO( window->DC.LastItemId, label, window->DC.ItemFlags | ( is_leaf ? 0 : ImGuiItemStatusFlags_Openable ) | ( is_open ? ImGuiItemStatusFlags_Opened : 0 ) ); + 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; } - // Flags that affects opening behavior: - // - 0 (default) .................... single-click anywhere to open - // - OpenOnDoubleClick .............. double-click anywhere to open - // - OpenOnArrow .................... single-click on arrow to open - // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open - ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; if( flags & ImGuiTreeNodeFlags_AllowItemOverlap ) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } - if( flags & ImGuiTreeNodeFlags_OpenOnDoubleClick ) - { - button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ( ( flags & ImGuiTreeNodeFlags_OpenOnArrow ) ? ImGuiButtonFlags_PressedOnClickRelease : 0 ); - } 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; @@ -6475,29 +7332,36 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* bool toggled = false; if( !is_leaf ) { - if( pressed ) + if( pressed && g.DragDropHoldJustPressedId != id ) { - toggled = !( flags & ( ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick ) ) || ( g.NavActivateId == id ); + if( ( flags & ( ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick ) ) == 0 || ( g.NavActivateId == id ) ) + { + toggled = true; + } if( flags & ImGuiTreeNodeFlags_OpenOnArrow ) { - toggled |= IsMouseHoveringRect( interact_bb.Min, ImVec2( interact_bb.Min.x + text_offset_x, interact_bb.Max.y ) ) && ( !g.NavDisableMouseHover ); + toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job } - if( flags & ImGuiTreeNodeFlags_OpenOnDoubleClick ) + if( ( flags & ImGuiTreeNodeFlags_OpenOnDoubleClick ) && g.IO.MouseClickedCount[0] == 2 ) { - toggled |= g.IO.MouseDoubleClicked[0]; + toggled = true; } - if( g.DragDropActive && is_open ) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + } + 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 = false; + toggled = true; } } - if( g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open ) + if( g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open ) { toggled = true; NavMoveRequestCancel(); } - if( g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open ) // If there's something upcoming on the line we may want to give it the priority? + 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(); @@ -6507,6 +7371,7 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* { is_open = !is_open; window->DC.StateStorage->SetInt( id, is_open ); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if( flags & ImGuiTreeNodeFlags_AllowItemOverlap ) @@ -6517,7 +7382,7 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. if( selected != was_selected ) //-V547 { - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; } // Render @@ -6545,19 +7410,12 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* { frame_bb.Max.x -= g.FontSize + style.FramePadding.x; } + if( g.LogEnabled ) { - // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. - const char log_prefix[] = "\n##"; - const char log_suffix[] = "##"; - LogRenderedText( &text_pos, log_prefix, log_prefix + 3 ); - RenderTextClipped( text_pos, frame_bb.Max, label, label_end, &label_size ); - LogRenderedText( &text_pos, log_suffix, log_suffix + 2 ); - } - else - { - RenderTextClipped( text_pos, frame_bb.Max, label, label_end, &label_size ); + LogSetNextTextDecoration( "###", "###" ); } + RenderTextClipped( text_pos, frame_bb.Max, label, label_end, &label_size ); } else { @@ -6566,8 +7424,8 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* { 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 ); } + 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 ); @@ -6578,7 +7436,7 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* } if( g.LogEnabled ) { - LogRenderedText( &text_pos, ">" ); + LogSetNextTextDecoration( ">", NULL ); } RenderText( text_pos, label, label_end, false ); } @@ -6587,7 +7445,7 @@ bool ImGui::TreeNodeBehavior( ImGuiID id, ImGuiTreeNodeFlags flags, const char* { TreePushOverrideID( id ); } - IMGUI_TEST_ENGINE_ITEM_INFO( id, label, window->DC.ItemFlags | ( is_leaf ? 0 : ImGuiItemStatusFlags_Openable ) | ( is_open ? ImGuiItemStatusFlags_Opened : 0 ) ); + IMGUI_TEST_ENGINE_ITEM_INFO( id, label, g.LastItemData.StatusFlags | ( is_leaf ? 0 : ImGuiItemStatusFlags_Openable ) | ( is_open ? ImGuiItemStatusFlags_Opened : 0 ) ); return is_open; } @@ -6596,7 +7454,7 @@ void ImGui::TreePush( const char* str_id ) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID( str_id ? str_id : "#TreePush" ); + PushID( str_id ); } void ImGui::TreePush( const void* ptr_id ) @@ -6604,15 +7462,16 @@ void ImGui::TreePush( const void* ptr_id ) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID( ptr_id ? ptr_id : ( const void* )"#TreePush" ); + PushID( ptr_id ); } void ImGui::TreePushOverrideID( ImGuiID id ) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; Indent(); window->DC.TreeDepth++; - window->IDStack.push_back( id ); + PushOverrideID( id ); } void ImGui::TreePop() @@ -6626,12 +7485,12 @@ void ImGui::TreePop() // 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.TreeMayJumpToParentOnPopMask & tree_depth_mask ) ) + if( g.NavIdIsAlive && ( window->DC.TreeJumpToParentOnPopMask & tree_depth_mask ) ) { - SetNavID( window->IDStack.back(), g.NavLayer ); + SetNavID( window->IDStack.back(), g.NavLayer, 0, ImRect() ); NavMoveRequestCancel(); } - window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1; + 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(); @@ -6670,7 +7529,11 @@ bool ImGui::CollapsingHeader( const char* label, ImGuiTreeNodeFlags flags ) return TreeNodeBehavior( window->GetID( label ), flags | ImGuiTreeNodeFlags_CollapsingHeader, label ); } -bool ImGui::CollapsingHeader( const char* label, bool* p_open, ImGuiTreeNodeFlags flags ) +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// 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 ) @@ -6678,29 +7541,34 @@ bool ImGui::CollapsingHeader( const char* label, bool* p_open, ImGuiTreeNodeFlag return false; } - if( p_open && !*p_open ) + if( p_visible && !*p_visible ) { return false; } ImGuiID id = window->GetID( label ); - flags |= ImGuiTreeNodeFlags_CollapsingHeader | ( p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0 ); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if( p_visible ) + { + flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + } bool is_open = TreeNodeBehavior( id, flags, label ); - if( p_open ) + 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; - ImGuiItemHoveredDataBackup last_item_backup; + ImGuiLastItemData last_item_backup = g.LastItemData; float button_size = g.FontSize; - float button_x = ImMax( window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size ); - float button_y = window->DC.LastItemRect.Min.y; - if( CloseButton( window->GetID( ( void* )( ( intptr_t )id + 1 ) ), ImVec2( button_x, button_y ) ) ) + 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_open = false; + *p_visible = false; } - last_item_backup.Restore(); + g.LastItemData = last_item_backup; } return is_open; @@ -6712,8 +7580,10 @@ bool ImGui::CollapsingHeader( const char* label, bool* p_open, ImGuiTreeNodeFlag // - Selectable() //------------------------------------------------------------------------- -// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// 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. +// 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(); @@ -6725,79 +7595,96 @@ bool ImGui::Selectable( const char* label, bool selected, ImGuiSelectableFlags f ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - if( ( flags & ImGuiSelectableFlags_SpanAllColumns ) && window->DC.CurrentColumns ) // FIXME-OPT: Avoid if vertically clipped. - { - PushColumnsBackground(); - } - + // 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; - ImRect bb_inner( pos, pos + size ); - ItemSize( size ); + ItemSize( size, 0.0f ); - // Fill horizontal space. - ImVec2 window_padding = window->WindowPadding; - float max_x = ( flags & ImGuiSelectableFlags_SpanAllColumns ) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; - float w_draw = ImMax( label_size.x, window->Pos.x + max_x - window_padding.x - pos.x ); - ImVec2 size_draw( ( size_arg.x != 0 && !( flags & ImGuiSelectableFlags_DrawFillAvailWidth ) ) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y ); - ImRect bb( pos, pos + size_draw ); - if( size_arg.x == 0.0f || ( flags & ImGuiSelectableFlags_DrawFillAvailWidth ) ) + // 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 ) ) { - bb.Max.x += window_padding.x; + size.x = ImMax( label_size.x, max_x - min_x ); } - // Selectables are tightly packed together so we extend the box to cover spacing between selectable. - const float spacing_x = style.ItemSpacing.x; - const float spacing_y = style.ItemSpacing.y; - const float spacing_L = ( float )( int )( spacing_x * 0.50f ); - const float spacing_U = ( float )( int )( 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 ); + // 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 ); - bool item_add; - if( flags & ImGuiSelectableFlags_Disabled ) + // 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 ) { - ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; - item_add = ItemAdd( bb, id ); - window->DC.ItemFlags = backup_item_flags; + 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 ); } - else + //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 ) { - item_add = ItemAdd( bb, id ); + 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 ) { - if( ( flags & ImGuiSelectableFlags_SpanAllColumns ) && window->DC.CurrentColumns ) - { - PopColumnsBackground(); - } 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; + button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } - if( flags & ImGuiSelectableFlags_PressedOnClick ) + if( flags & ImGuiSelectableFlags_SelectOnClick ) { button_flags |= ImGuiButtonFlags_PressedOnClick; } - if( flags & ImGuiSelectableFlags_PressedOnRelease ) + if( flags & ImGuiSelectableFlags_SelectOnRelease ) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } - if( flags & ImGuiSelectableFlags_Disabled ) - { - button_flags |= ImGuiButtonFlags_Disabled; - } if( flags & ImGuiSelectableFlags_AllowDoubleClick ) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; @@ -6807,22 +7694,30 @@ bool ImGui::Selectable( const char* label, bool selected, ImGuiSelectableFlags f button_flags |= ImGuiButtonFlags_AllowItemOverlap; } - if( flags & ImGuiSelectableFlags_Disabled ) - { - selected = false; - } - 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; - SetNavID( id, window->DC.NavLayerCurrent ); } } if( pressed ) @@ -6838,7 +7733,7 @@ bool ImGui::Selectable( const char* label, bool selected, ImGuiSelectableFlags f // In this branch, Selectable() cannot toggle the selection so this will never trigger. if( selected != was_selected ) //-V547 { - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; } // Render @@ -6850,33 +7745,33 @@ bool ImGui::Selectable( const char* label, bool selected, ImGuiSelectableFlags f { 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 ); } + RenderNavHighlight( bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding ); - if( ( flags & ImGuiSelectableFlags_SpanAllColumns ) && window->DC.CurrentColumns ) + if( span_all_columns && window->DC.CurrentColumns ) { PopColumnsBackground(); - bb.Max.x -= ( GetContentRegionMax().x - max_x ); + } + else if( span_all_columns && g.CurrentTable ) + { + TablePopBackgroundChannel(); } - if( flags & ImGuiSelectableFlags_Disabled ) - { - PushStyleColor( ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled] ); - } - RenderTextClipped( bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb ); - if( flags & ImGuiSelectableFlags_Disabled ) - { - PopStyleColor(); - } + RenderTextClipped( text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb ); // Automatically close popups - if( pressed && ( window->Flags & ImGuiWindowFlags_Popup ) && !( flags & ImGuiSelectableFlags_DontClosePopups ) && !( window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup ) ) + if( pressed && ( window->Flags & ImGuiWindowFlags_Popup ) && !( flags & ImGuiSelectableFlags_DontClosePopups ) && !( g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup ) ) { CloseCurrentPopup(); } - IMGUI_TEST_ENGINE_ITEM_INFO( id, label, window->DC.ItemFlags ); - return pressed; + 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 ) @@ -6892,18 +7787,14 @@ bool ImGui::Selectable( const char* label, bool* p_selected, ImGuiSelectableFlag //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox //------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() // - ListBox() -// - ListBoxHeader() -// - ListBoxFooter() -//------------------------------------------------------------------------- -// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox -// and promote using them over existing ListBox() functions, similarly to change with combo boxes. //------------------------------------------------------------------------- -// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. -// Helper to calculate the size of a listbox and display a label on the right. -// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" -bool ImGui::ListBoxHeader( const char* label, const ImVec2& size_arg ) +// 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(); @@ -6916,12 +7807,12 @@ bool ImGui::ListBoxHeader( const char* label, const ImVec2& size_arg ) const ImGuiID id = GetID( label ); const ImVec2 label_size = CalcTextSize( label, NULL, true ); - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize( size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y ); + // 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 ) ); - window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. g.NextItemData.ClearFlags(); if( !IsRectVisible( bb.Min, bb.Max ) ) @@ -6931,52 +7822,42 @@ bool ImGui::ListBoxHeader( const char* label, const ImVec2& size_arg ) 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 ) + if( label_size.x > 0.0f ) { - RenderText( ImVec2( frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y ), label ); + 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; } -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +#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 ) { - // Size default to hold ~7.25 items. - // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. - // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. - // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. - if( height_in_items < 0 ) - { - height_in_items = ImMin( items_count, 7 ); - } - const ImGuiStyle& style = GetStyle(); - float height_in_items_f = ( height_in_items < items_count ) ? ( height_in_items + 0.25f ) : ( height_in_items + 0.00f ); - - // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + // 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 = ImFloor( GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f ); - return ListBoxHeader( label, size ); + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; + return BeginListBox( label, size ); } +#endif -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. -void ImGui::ListBoxFooter() +void ImGui::EndListBox() { - ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; - const ImRect bb = parent_window->DC.LastItemRect; - const ImGuiStyle& style = GetStyle(); + 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(); - - // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) - // We call SameLine() to restore DC.CurrentLine* data - SameLine(); - parent_window->DC.CursorPos = bb.Min; - ItemSize( bb, style.FramePadding.y ); - EndGroup(); + 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 ) @@ -6985,21 +7866,33 @@ bool ImGui::ListBox( const char* label, int* current_item, const char* const ite 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 ) { - if( !ListBoxHeader( label, items_count, 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 or variable sizes you can create a custom version of ListBox() in your code without using the clipper. - ImGuiContext& g = *GImGui; + // 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( 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. + 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 bool item_selected = ( i == *current_item ); const char* item_text; if( !items_getter( data, i, &item_text ) ) { @@ -7007,6 +7900,7 @@ bool ImGui::ListBox( const char* label, int* current_item, bool ( *items_getter } PushID( i ); + const bool item_selected = ( i == *current_item ); if( Selectable( item_text, item_selected ) ) { *current_item = i; @@ -7018,10 +7912,11 @@ bool ImGui::ListBox( const char* label, int* current_item, bool ( *items_getter } PopID(); } - ListBoxFooter(); + EndListBox(); + if( value_changed ) { - MarkItemEdited( g.CurrentWindow->DC.LastItemId ); + MarkItemEdited( g.LastItemData.ID ); } return value_changed; @@ -7034,16 +7929,21 @@ bool ImGui::ListBox( const char* label, int* current_item, bool ( *items_getter // - PlotLines() // - PlotHistogram() //------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- -void 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 ) +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; + return -1; } - ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID( label ); @@ -7063,7 +7963,7 @@ void ImGui::PlotEx( ImGuiPlotType plot_type, const char* label, float ( *values_ ItemSize( total_bb, style.FramePadding.y ); if( !ItemAdd( total_bb, 0, &frame_bb ) ) { - return; + return -1; } const bool hovered = ItemHoverable( frame_bb, id ); @@ -7095,13 +7995,13 @@ void ImGui::PlotEx( ImGuiPlotType plot_type, const char* label, float ( *values_ 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 - int v_hovered = -1; 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 ); @@ -7118,7 +8018,7 @@ void ImGui::PlotEx( ImGuiPlotType plot_type, const char* label, float ( *values_ { SetTooltip( "%d: %8.4g", v_idx, v0 ); } - v_hovered = v_idx; + idx_hovered = v_idx; } const float t_step = 1.0f / ( float )res_w; @@ -7127,7 +8027,7 @@ void ImGui::PlotEx( ImGuiPlotType plot_type, const char* label, float ( *values_ 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 ) ? ( -scale_min * inv_scale ) : ( scale_min < 0.0f ? 0.0f : 1.0f ); // Where does the zero line stands + 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 ); @@ -7145,7 +8045,7 @@ void ImGui::PlotEx( ImGuiPlotType plot_type, const char* label, float ( *values_ 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, v_hovered == v1_idx ? col_hovered : col_base ); + window->DrawList->AddLine( pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base ); } else if( plot_type == ImGuiPlotType_Histogram ) { @@ -7153,7 +8053,7 @@ void ImGui::PlotEx( ImGuiPlotType plot_type, const char* label, float ( *values_ { pos1.x -= 1.0f; } - window->DrawList->AddRectFilled( pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base ); + window->DrawList->AddRectFilled( pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base ); } t0 = t1; @@ -7171,6 +8071,10 @@ void ImGui::PlotEx( ImGuiPlotType plot_type, const char* label, float ( *values_ { 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 @@ -7254,97 +8158,70 @@ void ImGui::Value( const char* prefix, float v, const char* float_format ) // [SECTION] MenuItem, BeginMenu, EndMenu, etc. //------------------------------------------------------------------------- // - ImGuiMenuColumns [Internal] -// - BeginMainMenuBar() -// - EndMainMenuBar() // - BeginMenuBar() // - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() // - BeginMenu() // - EndMenu() +// - MenuItemEx() [Internal] // - MenuItem() //------------------------------------------------------------------------- // Helpers for internal use -ImGuiMenuColumns::ImGuiMenuColumns() +void ImGuiMenuColumns::Update( float spacing, bool window_reappearing ) { - Spacing = Width = NextWidth = 0.0f; - memset( Pos, 0, sizeof( Pos ) ); - memset( NextWidths, 0, sizeof( NextWidths ) ); + if( window_reappearing ) + { + memset( Widths, 0, sizeof( Widths ) ); + } + Spacing = ( ImU16 )spacing; + CalcNextTotalWidth( true ); + memset( Widths, 0, sizeof( Widths ) ); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; } -void ImGuiMenuColumns::Update( int count, float spacing, bool clear ) +void ImGuiMenuColumns::CalcNextTotalWidth( bool update_offsets ) { - IM_ASSERT( count == IM_ARRAYSIZE( Pos ) ); - IM_UNUSED( count ); - Width = NextWidth = 0.0f; - Spacing = spacing; - if( clear ) + ImU16 offset = 0; + bool want_spacing = false; + for( int i = 0; i < IM_ARRAYSIZE( Widths ); i++ ) { - memset( NextWidths, 0, sizeof( NextWidths ) ); - } - for( int i = 0; i < IM_ARRAYSIZE( Pos ); i++ ) - { - if( i > 0 && NextWidths[i] > 0.0f ) + ImU16 width = Widths[i]; + if( want_spacing && width > 0 ) { - Width += Spacing; + offset += Spacing; } - Pos[i] = ( float )( int )Width; - Width += NextWidths[i]; - NextWidths[i] = 0.0f; + 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 w0, float w1, float w2 ) // not using va_arg because they promote float to double +float ImGuiMenuColumns::DeclColumns( float w_icon, float w_label, float w_shortcut, float w_mark ) { - NextWidth = 0.0f; - NextWidths[0] = ImMax( NextWidths[0], w0 ); - NextWidths[1] = ImMax( NextWidths[1], w1 ); - NextWidths[2] = ImMax( NextWidths[2], w2 ); - for( int i = 0; i < IM_ARRAYSIZE( Pos ); i++ ) - { - NextWidth += NextWidths[i] + ( ( i > 0 && NextWidths[i] > 0.0f ) ? Spacing : 0.0f ); - } - return ImMax( Width, NextWidth ); -} - -float ImGuiMenuColumns::CalcExtraSpace( float avail_w ) -{ - return ImMax( 0.0f, avail_w - Width ); -} - -// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. -bool ImGui::BeginMainMenuBar() -{ - ImGuiContext& g = *GImGui; - g.NextWindowData.MenuBarOffsetMinVal = ImVec2( g.Style.DisplaySafeAreaPadding.x, ImMax( g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f ) ); - SetNextWindowPos( ImVec2( 0.0f, 0.0f ) ); - SetNextWindowSize( ImVec2( g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y ) ); - PushStyleVar( ImGuiStyleVar_WindowRounding, 0.0f ); - PushStyleVar( ImGuiStyleVar_WindowMinSize, ImVec2( 0, 0 ) ); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin( "##MainMenuBar", NULL, window_flags ) && BeginMenuBar(); - PopStyleVar( 2 ); - g.NextWindowData.MenuBarOffsetMinVal = ImVec2( 0.0f, 0.0f ); - if( !is_open ) - { - End(); - return false; - } - return true; //-V1020 -} - -void ImGui::EndMainMenuBar() -{ - 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 == 0 && !g.NavAnyRequest ) - { - FocusTopMostWindowUnderOne( g.NavWindow, NULL ); - } - - End(); + 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.. @@ -7370,14 +8247,15 @@ bool ImGui::BeginMenuBar() // 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( ImFloor( bar_rect.Min.x + 0.5f ), ImFloor( bar_rect.Min.y + window->WindowBorderSize + 0.5f ), ImFloor( ImMax( bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding ) + 0.5f ), ImFloor( bar_rect.Max.y + 0.5f ) ); + 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 ); - window->DC.CursorPos = ImVec2( bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y ); + // 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.NavLayerCurrentMask = ( 1 << ImGuiNavLayer_Menu ); window->DC.MenuBarAppending = true; AlignTextToFramePadding(); return true; @@ -7395,40 +8273,149 @@ void ImGui::EndMenuBar() // 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.NavMoveRequestForward == ImGuiNavForward_None ) + 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 the hassle/cost) + // 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.NavLayerActiveMaskNext & ( 1 << layer ) ); // Sanity check + IM_ASSERT( window->DC.NavLayersActiveMaskNext & ( 1 << layer ) ); // Sanity check FocusWindow( window ); - SetNavIDWithRectRel( window->NavLastIds[layer], layer, window->NavRectRel[layer] ); - g.NavLayer = layer; + 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.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - NavMoveRequestCancel(); + 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->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - window->DC.GroupStack.back().EmitItem = false; + 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.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = ( 1 << ImGuiNavLayer_Main ); window->DC.MenuBarAppending = false; } -bool ImGui::BeginMenu( const char* label, bool enabled ) +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// 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 ); + if( bar_window == NULL || bar_window->BeginCount == 0 ) + { + // Calculate and set window size/position + ImGuiViewportP* viewport = ( ImGuiViewportP* )( void* )( viewport_p ? viewport_p : GetMainViewport() ); + 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; + 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(); + + // 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; +} + +void ImGui::EndMainMenuBar() +{ + 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 ); + } + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if( ( g.OpenPopupStack.Size <= g.BeginPopupStack.Size ) || ( window->Flags & ImGuiWindowFlags_ChildMenu ) ) + { + return false; + } + + // 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. 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 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]; + return ( window->DC.NavLayerCurrent == upper_popup->ParentNavLayer && upper_popup->Window && ( upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu ) ); +} + +bool ImGui::BeginMenuEx( const char* label, const char* icon, bool enabled ) { ImGuiWindow* window = GetCurrentWindow(); if( window->SkipItems ) @@ -7439,47 +8426,97 @@ bool ImGui::BeginMenu( const char* label, bool enabled ) 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 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 ); - bool pressed; - bool menu_is_open = IsPopupOpen( id ); - bool menuset_is_open = !( window->Flags & ImGuiWindowFlags_Popup ) && ( g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back() ); + // 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; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + 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 choosen by FindBestWindowPosForPopup(). + // 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 - ( float )( int )( style.ItemSpacing.x * 0.5f ), pos.y - style.FramePadding.y + window->MenuBarHeight() ); - window->DC.CursorPos.x += ( float )( int )( style.ItemSpacing.x * 0.5f ); + 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; - pressed = Selectable( label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ( !enabled ? ImGuiSelectableFlags_Disabled : 0 ), ImVec2( w, 0.0f ) ); + 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 += ( float )( int )( 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(). + 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 menu + // 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 w = window->MenuColumns.DeclColumns( label_size.x, 0.0f, ( float )( int )( g.FontSize * 1.20f ) ); // Feedback to next frame - float extra_w = ImMax( 0.0f, GetContentRegionAvail().x - w ); - pressed = Selectable( label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | ( !enabled ? ImGuiSelectableFlags_Disabled : 0 ), ImVec2( w, 0.0f ) ); - ImU32 text_col = GetColorU32( enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled ); - RenderArrow( window->DrawList, pos + ImVec2( window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f ), text_col, ImGuiDir_Right ); + 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 = enabled && ItemHoverable( window->DC.LastItemRect, id ); + const bool hovered = ( g.HoveredId == id ) && enabled && !g.NavDisableMouseHover; if( menuset_is_open ) { g.NavWindow = backed_nav_window; @@ -7491,43 +8528,41 @@ bool ImGui::BeginMenu( const char* label, bool enabled ) { // 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; - + bool moving_toward_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 ) ) { - // FIXME-DPI: Values should be derived from a master "scale" factor. + float ref_unit = g.FontSize; // FIXME-DPI ImRect next_window_rect = child_menu_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + 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, 5.0f, 30.0f ); // add a bit of extra slack. - ta.x += ( window->Pos.x < child_menu_window->Pos.x ) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax( ( tb.y - extra ) - ta.y, -100.0f ); // 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, +100.0f ); - moving_toward_other_child_menu = ImTriangleContainsPoint( ta, tb, tc, g.IO.MousePos ); - //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + 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 has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin( ( tc.y + extra ) - ta.y, +ref_unit * 8.0f ); + moving_toward_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 ) + + // 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 ) { want_close = true; } - if( !menu_is_open && hovered && pressed ) // Click to open + // 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 + else if( !menu_is_open && hovered && !moving_toward_child_menu ) // Hover to open { want_open = true; } - - if( g.NavActivateId == id ) - { - want_close = menu_is_open; - want_open = !menu_is_open; - } - if( g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right ) // Nav-Right to open + if( g.NavId == id && g.NavMoveDir == ImGuiDir_Right ) // Nav-Right to open { want_open = true; NavMoveRequestCancel(); @@ -7545,7 +8580,7 @@ bool ImGui::BeginMenu( const char* label, bool enabled ) { want_open = true; } - else if( g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down ) // Nav-Down to open + else if( g.NavId == id && g.NavMoveDir == ImGuiDir_Down ) // Nav-Down to open { want_open = true; NavMoveRequestCancel(); @@ -7556,12 +8591,13 @@ bool ImGui::BeginMenu( const char* label, bool enabled ) { want_close = true; } - if( want_close && IsPopupOpen( id ) ) + if( want_close && IsPopupOpen( id, ImGuiPopupFlags_None ) ) { ClosePopupToLevel( g.BeginPopupStack.Size, true ); } - IMGUI_TEST_ENGINE_ITEM_INFO( id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | ( menu_is_open ? ImGuiItemStatusFlags_Opened : 0 ) ); + 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 ) { @@ -7578,19 +8614,24 @@ bool ImGui::BeginMenu( const char* label, bool enabled ) if( menu_is_open ) { - // 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) - SetNextWindowPos( popup_pos, ImGuiCond_Always ); - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; - if( window->Flags & ( ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu ) ) - { - flags |= ImGuiWindowFlags_ChildWindow; - } + 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; } +bool ImGui::BeginMenu( const char* label, bool 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). @@ -7598,16 +8639,17 @@ void ImGui::EndMenu() // 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.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical ) - { - ClosePopupToLevel( g.BeginPopupStack.Size, true ); - NavMoveRequestCancel(); - } + 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(); + } EndPopup(); } -bool ImGui::MenuItem( const char* label, const char* shortcut, bool selected, bool enabled ) +bool ImGui::MenuItemEx( const char* label, const char* icon, const char* shortcut, bool selected, bool enabled ) { ImGuiWindow* window = GetCurrentWindow(); if( window->SkipItems ) @@ -7620,46 +8662,86 @@ bool ImGui::MenuItem( const char* label, const char* shortcut, bool selected, bo 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. - ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | ( enabled ? 0 : ImGuiSelectableFlags_Disabled ); 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 render neither the shortcut neither the selected tick mark + // 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 += ( float )( int )( style.ItemSpacing.x * 0.5f ); + 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( label, false, flags, ImVec2( w, 0.0f ) ); + pressed = Selectable( "", selected, selectable_flags, ImVec2( w, 0.0f ) ); PopStyleVar(); - window->DC.CursorPos.x += ( float )( int )( 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(). + 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 { - ImVec2 shortcut_size = shortcut ? CalcTextSize( shortcut, NULL ) : ImVec2( 0.0f, 0.0f ); - float w = window->MenuColumns.DeclColumns( label_size.x, shortcut_size.x, ( float )( int )( g.FontSize * 1.20f ) ); // Feedback for next frame - float extra_w = ImMax( 0.0f, GetContentRegionAvail().x - w ); - pressed = Selectable( label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2( w, 0.0f ) ); - if( shortcut_size.x > 0.0f ) + // 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 ) { - PushStyleColor( ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled] ); - RenderText( pos + ImVec2( window->MenuColumns.Pos[1] + extra_w, 0.0f ), shortcut, NULL, false ); + 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( pos + ImVec2( window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f ), GetColorU32( enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled ), g.FontSize * 0.866f ); + 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; + } - IMGUI_TEST_ENGINE_ITEM_INFO( window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | ( selected ? ImGuiItemStatusFlags_Checked : 0 ) ); return pressed; } +bool ImGui::MenuItem( const char* label, const char* shortcut, bool selected, bool enabled ) +{ + return MenuItemEx( label, NULL, shortcut, selected, enabled ); +} + bool ImGui::MenuItem( const char* label, const char* shortcut, bool* p_selected, bool enabled ) { - if( MenuItem( label, shortcut, p_selected ? *p_selected : false, enabled ) ) + if( MenuItemEx( label, NULL, shortcut, p_selected ? *p_selected : false, enabled ) ) { if( p_selected ) { @@ -7673,9 +8755,6 @@ bool ImGui::MenuItem( const char* label, const char* shortcut, bool* p_selected, //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. //------------------------------------------------------------------------- -// [BETA API] API may evolve! This code has been extracted out of the Docking branch, -// and some of the construct which are not used in Master may be left here to facilitate merging. -//------------------------------------------------------------------------- // - BeginTabBar() // - BeginTabBarEx() [Internal] // - EndTabBar() @@ -7685,44 +8764,66 @@ bool ImGui::MenuItem( const char* label, const char* shortcut, bool* p_selected, // - TabBarFindTabById() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] -// - TabBarScrollClamp()v +// - TabBarScrollClamp() [Internal] // - TabBarScrollToTab() [Internal] // - TabBarQueueChangeTabOrder() [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. + + ImGuiTabBarSection() + { + memset( this, 0, sizeof( *this ) ); + } +}; + namespace ImGui { static void TabBarLayout( ImGuiTabBar* tab_bar ); static ImU32 TabBarCalcTabID( ImGuiTabBar* tab_bar, const char* label ); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp( ImGuiTabBar* tab_bar, float scrolling ); -static void TabBarScrollToTab( ImGuiTabBar* tab_bar, ImGuiTabItem* tab ); +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() { - ID = 0; - SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + memset( this, 0, sizeof( *this ) ); CurrFrameVisible = PrevFrameVisible = -1; - LastTabContentHeight = 0.0f; - OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f; - ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; - Flags = ImGuiTabBarFlags_None; - ReorderRequestTabId = 0; - ReorderRequestDir = 0; - WantLayout = VisibleTabWasSubmitted = false; LastTabItemIdx = -1; } -static int IMGUI_CDECL TabItemComparerByVisibleOffset( const void* lhs, const void* rhs ) +static inline int TabItemGetSectionIdx( const ImGuiTabItem* tab ) +{ + 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; - return ( int )( a->Offset - b->Offset ); + 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 ); } static ImGuiTabBar* GetTabBarFromTabBarRef( const ImGuiPtrOrIndex& ref ) @@ -7775,19 +8876,21 @@ bool ImGui::BeginTabBarEx( ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, Im 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 ) { - //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); - IM_ASSERT( 0 ); + window->DC.CursorPos = ImVec2( tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY ); + tab_bar->BeginCount++; return true; } - // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. - // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. - if( ( flags & ImGuiTabBarFlags_Reorderable ) && !( tab_bar->Flags & ImGuiTabBarFlags_Reorderable ) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1 ) + // 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 ) ) ) { - ImQsort( tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof( ImGuiTabItem ), TabItemComparerByVisibleOffset ); + ImQsort( tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof( ImGuiTabItem ), TabItemComparerByBeginOrder ); } + tab_bar->TabsAddedNew = false; // Flags if( ( flags & ImGuiTabBarFlags_FittingPolicyMask_ ) == 0 ) @@ -7800,18 +8903,22 @@ bool ImGui::BeginTabBarEx( ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, Im 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; - // Layout - ItemSize( ImVec2( tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight() ) ); - window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + // 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; { - const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor( window->WindowPadding.x * 0.5f ); - const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor( window->WindowPadding.x * 0.5f ); + 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; @@ -7829,9 +8936,11 @@ void ImGui::EndTabBar() ImGuiTabBar* tab_bar = g.CurrentTabBar; if( tab_bar == NULL ) { - IM_ASSERT( tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!" ); - return; // FIXME-ERRORHANDLING + 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 ); @@ -7841,11 +8950,16 @@ void ImGui::EndTabBar() const bool tab_bar_appearing = ( tab_bar->PrevFrameVisible + 1 < g.FrameCount ); if( tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing ) { - tab_bar->LastTabContentHeight = ImMax( window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f ); + 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->LastTabContentHeight; + 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 ) @@ -7864,23 +8978,56 @@ static void ImGui::TabBarLayout( ImGuiTabBar* tab_bar ) ImGuiContext& g = *GImGui; tab_bar->WantLayout = false; - // Garbage collect + // 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 ) + if( tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose ) { - if( tab->ID == tab_bar->SelectedTabId ) + // 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 ) @@ -7888,61 +9035,58 @@ static void ImGui::TabBarLayout( ImGuiTabBar* tab_bar ) 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_track_selected_tab_id = 0; + ImGuiID scroll_to_tab_id = 0; if( tab_bar->NextSelectedTabId ) { tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; tab_bar->NextSelectedTabId = 0; - scroll_track_selected_tab_id = tab_bar->SelectedTabId; + 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( ImGuiTabItem* tab1 = TabBarFindTabByID( tab_bar, tab_bar->ReorderRequestTabId ) ) - { - //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder( tab1 ) + tab_bar->ReorderRequestDir; - if( tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size ) + if( TabBarProcessReorder( tab_bar ) ) + if( tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId ) { - ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; - ImGuiTabItem item_tmp = *tab1; - *tab1 = *tab2; - *tab2 = item_tmp; - if( tab2->ID == tab_bar->SelectedTabId ) - { - scroll_track_selected_tab_id = tab2->ID; - } - tab1 = tab2 = NULL; + scroll_to_tab_id = tab_bar->ReorderRequestTabId; } - if( tab_bar->Flags & ImGuiTabBarFlags_SaveSettings ) - { - MarkIniSettingsDirty(); - } - } 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.Max.x! + if( ImGuiTabItem* tab_to_select = TabBarTabListPopupButton( tab_bar ) ) // NB: Will alter BarRect.Min.x! { - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; } - // Compute ideal widths + // 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 ); - float width_total_contents = 0.0f; + + // 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 ) + if( ( most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected ) && !( tab->Flags & ImGuiTabItemFlags_Button ) ) { most_recently_selected_tab = tab; } @@ -7950,70 +9094,112 @@ static void ImGui::TabBarLayout( ImGuiTabBar* tab_bar ) { 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 ) ? false : true; - tab->WidthContents = TabItemCalcSize( tab_name, has_close_button ).x; + tab->ContentWidth = ( tab->RequestedWidth > 0.0f ) ? tab->RequestedWidth : TabItemCalcSize( tab_name, has_close_button ).x; - width_total_contents += ( tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f ) + tab->WidthContents; + 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 - g.ShrinkWidthBuffer[tab_n].Index = tab_n; - g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents; + 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; + + IM_ASSERT( tab->ContentWidth > 0.0f ); + tab->Width = tab->ContentWidth; } - // Compute width - const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; - const float width_avail = ImMax( tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f ); - float width_excess = ( width_avail < width_total_contents ) ? ( width_total_contents - width_avail ) : 0.0f; - if( width_excess > 0.0f && ( tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown ) ) + // 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++ ) { - // If we don't have enough room, resize down the largest tabs first - ShrinkWidths( g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess ); - for( int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_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 ) ) { - tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = ( float )( int )g.ShrinkWidthBuffer[tab_n].Width; + 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 { - const float tab_max_width = TabBarCalcMaxTabWidth(); - for( int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++ ) + 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[tab_n]; - tab->Width = ImMin( tab->WidthContents, tab_max_width ); - IM_ASSERT( tab->Width > 0.0f ); + 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 - float offset_x = initial_offset_x; - float offset_x_ideal = offset_x; - tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. - for( int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++ ) + 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++ ) { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - tab->Offset = offset_x; - if( scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID ) + ImGuiTabBarSection* section = §ions[section_n]; + if( section_n == 2 ) { - scroll_track_selected_tab_id = tab->ID; + tab_offset = ImMin( ImMax( 0.0f, tab_bar->BarRect.GetWidth() - section->Width ), tab_offset ); } - offset_x += tab->Width + g.Style.ItemInnerSpacing.x; - offset_x_ideal += tab->WidthContents + g.Style.ItemInnerSpacing.x; - } - tab_bar->OffsetMax = ImMax( offset_x - g.Style.ItemInnerSpacing.x, 0.0f ); - tab_bar->OffsetMaxIdeal = ImMax( offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f ); - // Horizontal scrolling buttons - const bool scrolling_buttons = ( tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1 ) && !( tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons ) && ( tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll ); - if( scrolling_buttons ) - if( ImGuiTabItem* tab_to_select = TabBarScrollingButtons( tab_bar ) ) // NB: Will alter BarRect.Max.x! + for( int tab_n = 0; tab_n < section->TabCount; tab_n++ ) { - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + 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; + } // If we have lost the selected tab, select the next most recently active one if( found_selected_tab_id == false ) @@ -8022,7 +9208,7 @@ static void ImGui::TabBarLayout( ImGuiTabBar* tab_bar ) } if( tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL ) { - scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; } // Lock in visible tab @@ -8030,11 +9216,10 @@ static void ImGui::TabBarLayout( ImGuiTabBar* tab_bar ) tab_bar->VisibleTabWasSubmitted = false; // Update scrolling - if( scroll_track_selected_tab_id ) - if( ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID( tab_bar, scroll_track_selected_tab_id ) ) - { - TabBarScrollToTab( tab_bar, scroll_track_selected_tab ); - } + 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 ) @@ -8050,12 +9235,20 @@ static void ImGui::TabBarLayout( ImGuiTabBar* tab_bar ) { 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; // Clear name buffers if( ( tab_bar->Flags & ImGuiTabBarFlags_DockNode ) == 0 ) { tab_bar->TabsNames.Buf.resize( 0 ); } + + // 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 ); } // Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. @@ -8115,52 +9308,166 @@ void ImGui::TabBarRemoveTab( ImGuiTabBar* tab_bar, ImGuiID tab_id ) // Called on manual closure attempt void ImGui::TabBarCloseTab( ImGuiTabBar* tab_bar, ImGuiTabItem* tab ) { - if( ( tab_bar->VisibleTabId == tab->ID ) && !( tab->Flags & ImGuiTabItemFlags_UnsavedDocument ) ) + 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->LastFrameVisible = -1; - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + tab->WantClose = true; + if( tab_bar->VisibleTabId == tab->ID ) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } } - else if( ( tab_bar->VisibleTabId != tab->ID ) && ( tab->Flags & ImGuiTabItemFlags_UnsavedDocument ) ) + else { - // Actually select before expecting closure - tab_bar->NextSelectedTabId = tab->ID; + // 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; + } } } static float ImGui::TabBarScrollClamp( ImGuiTabBar* tab_bar, float scrolling ) { - scrolling = ImMin( scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth() ); + scrolling = ImMin( scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth() ); return ImMax( scrolling, 0.0f ); } -static void ImGui::TabBarScrollToTab( ImGuiTabBar* tab_bar, ImGuiTabItem* tab ) +// 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 ); - float tab_x1 = tab->Offset + ( order > 0 ? -margin : 0.0f ); - float tab_x2 = tab->Offset + tab->Width + ( order + 1 < tab_bar->Tabs.Size ? margin : 1.0f ); + + // 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 >= tab_bar->BarRect.GetWidth() ) ) + 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 - tab_bar->BarRect.GetWidth() ) + else if( tab_bar->ScrollingTarget < tab_x2 - scrollable_width ) { - tab_bar->ScrollingTargetDistToVisibility = ImMax( ( tab_x1 - tab_bar->BarRect.GetWidth() ) - tab_bar->ScrollingAnim, 0.0f ); - tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + // 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::TabBarQueueChangeTabOrder( ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir ) +void ImGui::TabBarQueueReorder( ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset ) { - IM_ASSERT( dir == -1 || dir == +1 ); + IM_ASSERT( offset != 0 ); IM_ASSERT( tab_bar->ReorderRequestTabId == 0 ); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = ( ImS8 )dir; + 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 ); + } +} + +bool ImGui::TabBarProcessReorder( ImGuiTabBar* tab_bar ) +{ + 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; + } + + // 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; + + if( tab_bar->Flags & ImGuiTabBarFlags_SaveSettings ) + { + MarkIniSettingsDirty(); + } + return true; } static ImGuiTabItem* ImGui::TabBarScrollingButtons( ImGuiTabBar* tab_bar ) @@ -8174,15 +9481,6 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons( ImGuiTabBar* tab_bar ) 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)); - const ImRect avail_bar_rect = tab_bar->BarRect; - bool want_clip_rect = !avail_bar_rect.Contains( ImRect( window->DC.CursorPos, window->DC.CursorPos + ImVec2( scrolling_buttons_width, 0.0f ) ) ); - if( want_clip_rect ) - { - PushClipRect( tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2( g.Style.ItemInnerSpacing.x, 0.0f ), true ); - } - - ImGuiTabItem* tab_to_select = NULL; - int select_dir = 0; ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; arrow_col.w *= 0.5f; @@ -8193,12 +9491,13 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons( ImGuiTabBar* tab_bar ) const float backup_repeat_rate = g.IO.KeyRepeatRate; g.IO.KeyRepeatDelay = 0.250f; g.IO.KeyRepeatRate = 0.200f; - window->DC.CursorPos = ImVec2( tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y ); + 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( tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y ); + 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; @@ -8207,22 +9506,33 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons( ImGuiTabBar* tab_bar ) g.IO.KeyRepeatRate = backup_repeat_rate; g.IO.KeyRepeatDelay = backup_repeat_delay; - if( want_clip_rect ) - { - PopClipRect(); - } - + 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; - tab_to_select = &tab_bar->Tabs[( target_order >= 0 && target_order < tab_bar->Tabs.Size ) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + + // 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_select; + return tab_to_scroll_to; } static ImGuiTabItem* ImGui::TabBarTabListPopupButton( ImGuiTabBar* tab_bar ) @@ -8240,7 +9550,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton( ImGuiTabBar* tab_bar ) 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 ); + bool open = BeginCombo( "##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest ); PopStyleColor( 2 ); ImGuiTabItem* tab_to_select = NULL; @@ -8249,6 +9559,11 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton( ImGuiTabBar* tab_bar ) 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 ) ) { @@ -8265,11 +9580,9 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton( ImGuiTabBar* tab_bar ) //------------------------------------------------------------------------- // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. //------------------------------------------------------------------------- -// [BETA API] API may evolve! This code has been extracted out of the Docking branch, -// and some of the construct which are not used in Master may be left here to facilitate merging. -//------------------------------------------------------------------------- // - BeginTabItem() // - EndTabItem() +// - TabItemButton() // - TabItemEx() [Internal] // - SetTabItemClosed() // - TabItemCalcSize() [Internal] @@ -8289,9 +9602,11 @@ bool ImGui::BeginTabItem( const char* label, bool* p_open, ImGuiTabItemFlags ImGuiTabBar* tab_bar = g.CurrentTabBar; if( tab_bar == NULL ) { - IM_ASSERT( tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!" ); - return false; // FIXME-ERRORHANDLING + IM_ASSERT_USER_ERROR( tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!" ); + return false; } + IM_ASSERT( !( flags & ImGuiTabItemFlags_Button ) ); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + bool ret = TabItemEx( tab_bar, label, p_open, flags ); if( ret && !( flags & ImGuiTabItemFlags_NoPushId ) ) { @@ -8313,26 +9628,45 @@ void ImGui::EndTabItem() ImGuiTabBar* tab_bar = g.CurrentTabBar; if( tab_bar == NULL ) { - IM_ASSERT( tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!" ); + 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 ) ) { - window->IDStack.pop_back(); + PopID(); } } +bool ImGui::TabItemButton( const char* label, ImGuiTabItemFlags flags ) +{ + 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 ); +} + bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags ) { // 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; } - - ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if( window->SkipItems ) { @@ -8342,17 +9676,27 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImGuiStyle& style = g.Style; const ImGuiID id = TabBarCalcTabID( tab_bar, label ); - // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + // 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 ) { - PushItemFlag( ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true ); - ItemAdd( ImRect(), id ); - PopItemFlag(); + ItemAdd( ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus ); return false; } - // Calculate tab contents size - ImVec2 size = TabItemCalcSize( label, p_open != NULL ); + 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 ); @@ -8362,47 +9706,51 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->Tabs.push_back( ImGuiTabItem() ); tab = &tab_bar->Tabs.back(); tab->ID = id; - tab->Width = size.x; - tab_is_new = true; + tab_bar->TabsAddedNew = tab_is_new = true; } - tab_bar->LastTabItemIdx = ( short )tab_bar->Tabs.index_from_ptr( tab ); - tab->WidthContents = size.x; + tab_bar->LastTabItemIdx = ( ImS16 )tab_bar->Tabs.index_from_ptr( tab ); - if( p_open == NULL ) + // Calculate tab contents size + ImVec2 size = TabItemCalcSize( label, p_open != NULL ); + tab->RequestedWidth = -1.0f; + if( g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth ) { - flags |= ImGuiTabItemFlags_NoCloseButton; + size.x = tab->RequestedWidth = g.NextItemData.Width; } + if( tab_is_new ) + { + tab->Width = 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 is_tab_button = ( flags & ImGuiTabItemFlags_Button ) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; // Append name with zero-terminator - tab->NameOffset = tab_bar->TabsNames.size(); + tab->NameOffset = ( ImS32 )tab_bar->TabsNames.size(); tab_bar->TabsNames.append( label, label + strlen( label ) + 1 ); - // If we are not reorderable, always reset offset based on submission order. - // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) - if( !tab_appearing && !( tab_bar->Flags & ImGuiTabBarFlags_Reorderable ) ) - { - tab->Offset = tab_bar->OffsetNextTab; - tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; - } - // Update selected tab - if( tab_appearing && ( tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs ) && tab_bar->NextSelectedTabId == 0 ) - if( !tab_bar_appearing || tab_bar->SelectedTabId == 0 ) - { - 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; + if( tab_appearing && ( tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs ) && tab_bar->NextSelectedTabId == 0 ) + if( !tab_bar_appearing || tab_bar->SelectedTabId == 0 ) + { + 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 + { + 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 ) { @@ -8416,11 +9764,15 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_contents_visible = true; } - if( tab_appearing && !( tab_bar_appearing && !tab_is_new ) ) + // 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 ) ) { - PushItemFlag( ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true ); - ItemAdd( ImRect(), id ); - PopItemFlag(); + ItemAdd( ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus ); + if( is_tab_button ) + { + return false; + } return tab_contents_visible; } @@ -8433,16 +9785,24 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; // Layout + const bool is_central_section = ( tab->Flags & ImGuiTabItemFlags_SectionMask_ ) == 0; size.x = tab->Width; - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2( ( float )( int )tab->Offset - tab_bar->ScrollingAnim, 0.0f ); + 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) - bool want_clip_rect = ( bb.Min.x < tab_bar->BarRect.Min.x ) || ( bb.Max.x > tab_bar->BarRect.Max.x ); + 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->BarRect.Min.x ), bb.Min.y - 1 ), ImVec2( tab_bar->BarRect.Max.x, bb.Max.y ), true ); + 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; @@ -8460,21 +9820,20 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Click to Select a tab - ImGuiButtonFlags button_flags = ( ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap ); + ImGuiButtonFlags button_flags = ( ( is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick ) | ImGuiButtonFlags_AllowItemOverlap ); if( g.DragDropActive ) { button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; } bool hovered, held; bool pressed = ButtonBehavior( bb, id, &hovered, &held, button_flags ); - if( pressed ) + if( pressed && !is_tab_button ) { tab_bar->NextSelectedTabId = id; } - hovered |= ( g.HoveredId == id ); // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) - if( !held ) + if( g.ActiveId != id ) { SetItemAllowOverlap(); } @@ -8487,26 +9846,20 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, // 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 ) { - if( tab_bar->Flags & ImGuiTabBarFlags_Reorderable ) - { - TabBarQueueChangeTabOrder( tab_bar, tab, -1 ); - } + TabBarQueueReorderFromMousePos( tab_bar, tab, g.IO.MousePos ); } else if( g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x ) { - if( tab_bar->Flags & ImGuiTabBarFlags_Reorderable ) - { - TabBarQueueChangeTabOrder( tab_bar, tab, +1 ); - } + TabBarQueueReorderFromMousePos( tab_bar, tab, g.IO.MousePos ); } } } #if 0 - if( hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents ) + if( hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth ) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + ( float )( int )ImLerp( bb.GetWidth(), tab->WidthContents, ImSaturate( ( g.HoveredIdNotActiveTimer - 0.40f ) * 6.0f ) ); + 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 ) ); } @@ -8521,9 +9874,10 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, // 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 ) ) ) - { - tab_bar->NextSelectedTabId = id; - } + if( !is_tab_button ) + { + tab_bar->NextSelectedTabId = id; + } if( tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton ) { @@ -8531,8 +9885,10 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Render tab label, process close button - const ImGuiID close_button_id = p_open ? window->GetID( ( void* )( ( intptr_t )id + 1 ) ) : 0; - bool just_closed = TabItemLabelAndCloseButton( display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id ); + const ImGuiID close_button_id = p_open ? GetIDWithSeed( "#CLOSE", NULL, 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; @@ -8546,19 +9902,28 @@ bool ImGui::TabItemEx( ImGuiTabBar* tab_bar, const char* label, bool* p_open, } window->DC.CursorPos = backup_main_cursor_pos; - // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) - // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) - if( g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered() ) - if( !( tab_bar->Flags & ImGuiTabBarFlags_NoTooltip ) ) + // 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; } // [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. -// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. void ImGui::SetTabItemClosed( const char* label ) { ImGuiContext& g = *GImGui; @@ -8566,9 +9931,11 @@ void ImGui::SetTabItemClosed( const char* label ) if( is_within_manual_tab_bar ) { ImGuiTabBar* tab_bar = g.CurrentTabBar; - IM_ASSERT( tab_bar->WantLayout ); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() ImGuiID tab_id = TabBarCalcTabID( tab_bar, label ); - TabBarRemoveTab( tab_bar, tab_id ); + if( ImGuiTabItem* tab = TabBarFindTabByID( tab_bar, tab_id ) ) + { + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } } } @@ -8595,7 +9962,7 @@ void ImGui::TabItemBackground( ImDrawList* draw_list, const ImRect& bb, ImGuiTab const float width = bb.GetWidth(); IM_UNUSED( flags ); IM_ASSERT( width > 0.0f ); - const float rounding = ImMax( 0.0f, ImMin( g.Style.TabRounding, width * 0.5f - 1.0f ) ); + 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 - 1.0f; draw_list->PathLineTo( ImVec2( bb.Min.x, y2 ) ); @@ -8609,33 +9976,56 @@ void ImGui::TabItemBackground( ImDrawList* draw_list, const ImRect& bb, ImGuiTab 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 ), false, g.Style.TabBorderSize ); + 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. -bool ImGui::TabItemLabelAndCloseButton( ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id ) +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 ); + + if( out_just_closed ) + { + *out_just_closed = false; + } + if( out_text_clipped ) + { + *out_text_clipped = false; + } + if( bb.GetWidth() <= 1.0f ) { - return false; + 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. +#if 0 + 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 - const char* TAB_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 ); - if( flags & ImGuiTabItemFlags_UnsavedDocument ) - { - text_pixel_clip_bb.Max.x -= CalcTextSize( TAB_UNSAVED_MARKER, NULL, false ).x; - ImVec2 unsaved_marker_pos( ImMin( bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x ), bb.Min.y + frame_padding.y + ( float )( int )( -g.FontSize * 0.25f ) ); - RenderTextClippedEx( draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL ); - } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; - // Close Button + // 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 @@ -8643,507 +10033,60 @@ bool ImGui::TabItemLabelAndCloseButton( ImDrawList* draw_list, const ImRect& bb, bool close_button_pressed = false; bool close_button_visible = false; if( close_button_id != 0 ) - if( g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id ) - { - close_button_visible = true; - } + 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 ) { - ImGuiItemHoveredDataBackup last_item_backup; - const float close_button_sz = g.FontSize; + ImGuiLastItemData last_item_backup = g.LastItemData; PushStyleVar( ImGuiStyleVar_FramePadding, frame_padding ); - if( CloseButton( close_button_id, ImVec2( bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y ) ) ) + if( CloseButton( close_button_id, button_pos ) ) { close_button_pressed = true; } PopStyleVar(); - last_item_backup.Restore(); + g.LastItemData = last_item_backup; // Close with middle mouse button if( !( flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton ) && IsMouseClicked( 2 ) ) { close_button_pressed = true; } - - text_pixel_clip_bb.Max.x -= close_button_sz; + } + 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 ); - return close_button_pressed; -} - - -//------------------------------------------------------------------------- -// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. -// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. -//------------------------------------------------------------------------- -// - GetColumnIndex() -// - GetColumnCount() -// - GetColumnOffset() -// - GetColumnWidth() -// - SetColumnOffset() -// - SetColumnWidth() -// - PushColumnClipRect() [Internal] -// - PushColumnsBackground() [Internal] -// - PopColumnsBackground() [Internal] -// - FindOrCreateColumns() [Internal] -// - GetColumnsID() [Internal] -// - BeginColumns() -// - NextColumn() -// - EndColumns() -// - Columns() -//------------------------------------------------------------------------- - -int ImGui::GetColumnIndex() -{ - 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; -} - -float ImGui::GetColumnOffsetFromNorm( const ImGuiColumns* columns, float offset_norm ) -{ - return offset_norm * ( columns->OffMaxX - columns->OffMinX ); -} - -float ImGui::GetColumnNormFromOffset( const ImGuiColumns* columns, float offset ) -{ - return offset / ( columns->OffMaxX - columns->OffMinX ); -} - -static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; - -static float GetDraggedColumnOffset( ImGuiColumns* 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 & ImGuiColumnsFlags_NoPreserveWidths ) ) +#if 0 + if( !is_contents_visible ) { - x = ImMin( x, ImGui::GetColumnOffset( column_index + 1 ) - g.Style.ColumnsMinSpacing ); + g.Style.Alpha = backup_alpha; } +#endif - return x; -} - -float ImGui::GetColumnOffset( int column_index ) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if( columns == NULL ) + if( out_just_closed ) { - 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( ImGuiColumns* 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 ); -} - -float ImGui::GetColumnWidth( int column_index ) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumns* 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; - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT( columns != NULL ); - - if( column_index < 0 ) - { - column_index = columns->Current; - } - IM_ASSERT( column_index < columns->Columns.Size ); - - const bool preserve_width = !( columns->Flags & ImGuiColumnsFlags_NoPreserveWidths ) && ( column_index < columns->Count - 1 ); - const float width = preserve_width ? GetColumnWidthEx( columns, column_index, columns->IsBeingResized ) : 0.0f; - - if( !( columns->Flags & ImGuiColumnsFlags_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 ) ); + *out_just_closed = close_button_pressed; } } -void ImGui::SetColumnWidth( int column_index, float width ) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT( columns != NULL ); - 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(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if( column_index < 0 ) - { - column_index = columns->Current; - } - - ImGuiColumnData* 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(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if( columns->Count == 1 ) - { - return; - } - window->DrawList->ChannelsSetCurrent( 0 ); - int cmd_size = window->DrawList->CmdBuffer.Size; - PushClipRect( columns->HostClipRect.Min, columns->HostClipRect.Max, false ); - IM_UNUSED( cmd_size ); - IM_ASSERT( cmd_size == window->DrawList->CmdBuffer.Size ); // Being in channel 0 this should not have created an ImDrawCmd -} - -void ImGui::PopColumnsBackground() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if( columns->Count == 1 ) - { - return; - } - window->DrawList->ChannelsSetCurrent( columns->Current + 1 ); - PopClipRect(); -} - -ImGuiColumns* 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( ImGuiColumns() ); - ImGuiColumns* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; -} - -ImGuiID ImGui::GetColumnsID( const char* str_id, int columns_count ) -{ - 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(); - - return id; -} - -void ImGui::BeginColumns( const char* str_id, int columns_count, ImGuiColumnsFlags 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 ); - ImGuiColumns* 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->HostClipRect = window->ClipRect; - columns->HostWorkRect = 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++ ) - { - ImGuiColumnData column; - column.OffsetNorm = n / ( float )columns_count; - columns->Columns.push_back( column ); - } - } - - for( int n = 0; n < columns_count; n++ ) - { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor( 0.5f + window->Pos.x + GetColumnOffset( n ) ); - float clip_x2 = ImFloor( 0.5f + window->Pos.x + GetColumnOffset( n + 1 ) - 1.0f ); - column->ClipRect = ImRect( clip_x1, -FLT_MAX, clip_x2, +FLT_MAX ); - column->ClipRect.ClipWith( window->ClipRect ); - } - - if( columns->Count > 1 ) - { - window->DrawList->ChannelsSplit( 1 + columns->Count ); - window->DrawList->ChannelsSetCurrent( 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 = ( float )( int )( window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x ); - window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; -} - -void ImGui::NextColumn() -{ - ImGuiWindow* window = GetCurrentWindow(); - if( window->SkipItems || window->DC.CurrentColumns == NULL ) - { - return; - } - - ImGuiContext& g = *GImGui; - ImGuiColumns* columns = window->DC.CurrentColumns; - - if( columns->Count == 1 ) - { - window->DC.CursorPos.x = ( float )( int )( window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x ); - IM_ASSERT( columns->Current == 0 ); - return; - } - PopItemWidth(); - PopClipRect(); - - const float column_padding = g.Style.ItemSpacing.x; - columns->LineMaxY = ImMax( columns->LineMaxY, window->DC.CursorPos.y ); - if( ++columns->Current < columns->Count ) - { - // 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; - window->DrawList->ChannelsSetCurrent( columns->Current + 1 ); - } - else - { - // New row/line - // Column 0 honor IndentX - window->DC.ColumnsOffset.x = ImMax( column_padding - window->WindowPadding.x, 0.0f ); - window->DrawList->ChannelsSetCurrent( 1 ); - columns->Current = 0; - columns->LineMinY = columns->LineMaxY; - } - window->DC.CursorPos.x = ( float )( int )( 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; - - PushColumnClipRect( columns->Current ); // FIXME-COLUMNS: Could it be an overwrite? - - // 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(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT( columns != NULL ); - - PopItemWidth(); - if( columns->Count > 1 ) - { - PopClipRect(); - window->DrawList->ChannelsMerge(); - } - - const ImGuiColumnsFlags flags = columns->Flags; - columns->LineMaxY = ImMax( columns->LineMaxY, window->DC.CursorPos.y ); - window->DC.CursorPos.y = columns->LineMaxY; - if( !( flags & ImGuiColumnsFlags_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 & ImGuiColumnsFlags_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++ ) - { - ImGuiColumnData* 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, false ) ) - { - continue; - } - - bool hovered = false, held = false; - if( !( flags & ImGuiColumnsFlags_NoResize ) ) - { - ButtonBehavior( column_hit_rect, column_id, &hovered, &held ); - if( hovered || held ) - { - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - } - if( held && !( column->Flags & ImGuiColumnsFlags_NoResize ) ) - { - dragging_column = n; - } - } - - // Draw column - const ImU32 col = GetColorU32( held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator ); - const float xi = ( float )( int )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 = columns->HostWorkRect; - window->DC.CurrentColumns = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = ( float )( int )( window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x ); -} - -// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] -void ImGui::Columns( int columns_count, const char* id, bool border ) -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT( columns_count >= 1 ); - - ImGuiColumnsFlags flags = ( border ? 0 : ImGuiColumnsFlags_NoBorder ); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - ImGuiColumns* columns = window->DC.CurrentColumns; - if( columns != NULL && columns->Count == columns_count && columns->Flags == flags ) - { - return; - } - - if( columns != NULL ) - { - EndColumns(); - } - - if( columns_count != 1 ) - { - BeginColumns( id, columns_count, flags ); - } -} - -//------------------------------------------------------------------------- +#endif // #ifndef IMGUI_DISABLE diff --git a/neo/libs/imgui/imstb_rectpack.h b/neo/libs/imgui/imstb_rectpack.h index 0df1a3a2..d2dc6014 100644 --- a/neo/libs/imgui/imstb_rectpack.h +++ b/neo/libs/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 @@ -81,11 +86,10 @@ 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 + +#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 @@ -213,10 +217,9 @@ struct stbrp_context #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 @@ -266,9 +269,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem( stbrp_context* context, int allow_o 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 ) { @@ -289,11 +289,7 @@ STBRP_DEF void stbrp_init_target( stbrp_context* context, int width, int height, 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; } @@ -467,7 +463,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos( stbrp_context* c, int wid if( y < best_y || waste < best_waste || ( waste == best_waste && xpos < best_x ) ) { best_x = xpos; - STBRP_ASSERT( y <= best_y ); + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] best_y = y; best_waste = waste; best = prev; @@ -573,7 +569,6 @@ static stbrp__findresult stbrp__skyline_pack_rectangle( stbrp_context* context, return res; } -// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_height_compare( const void* a, const void* b ) { const stbrp_rect* p = ( const stbrp_rect* ) a; @@ -589,7 +584,6 @@ static int STBRP__CDECL rect_height_compare( const void* a, const void* b ) 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 ) { const stbrp_rect* p = ( const stbrp_rect* ) a; @@ -597,12 +591,6 @@ static int STBRP__CDECL rect_original_order( const void* a, const void* 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 ) { int i, all_rects_packed = 1; diff --git a/neo/libs/imgui/imstb_textedit.h b/neo/libs/imgui/imstb_textedit.h index 211f4b36..2403fdaf 100644 --- a/neo/libs/imgui/imstb_textedit.h +++ b/neo/libs/imgui/imstb_textedit.h @@ -1,10 +1,10 @@ // [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) // Grep for [DEAR IMGUI] to find the changes. -// 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 @@ -35,6 +35,7 @@ // // 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 +59,7 @@ // 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 +95,8 @@ // 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: @@ -148,6 +150,8 @@ // STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right // STB_TEXTEDIT_K_UP keyboard input to move cursor up // STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page // STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME // STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END // STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME @@ -170,14 +174,10 @@ // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // -// Todo: -// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page -// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page -// // Keyboard input must be encoded as a single integer value; e.g. a character code // and some bitflags that represent shift states. to simplify the interface, SHIFT must // be a bitflag, so we can test the shifted state of cursor movements to allow selection, -// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. // // You can encode other things, such as CONTROL or ALT, in additional bits, and // then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, @@ -337,6 +337,10 @@ typedef struct // 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 @@ -781,11 +785,7 @@ static int stb_textedit_paste_internal( STB_TEXTEDIT_STRING* str, STB_TexteditSt state->has_preferred_x = 0; return 1; } - // 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; } @@ -954,12 +954,16 @@ retry: 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, sel = ( key & STB_TEXTEDIT_K_SHIFT ) != 0; + 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( state->single_line ) + 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 ); @@ -979,12 +983,24 @@ retry: stb_textedit_clamp( str, state ); stb_textedit_find_charpos( &find, str, state->cursor, state->single_line ); - // now find character position down a row - if( find.length ) + for( j = 0; j < row_count; ++j ) { - float goal_x = state->has_preferred_x ? state->preferred_x : find.x; - float x; + 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; @@ -1013,18 +1029,26 @@ retry: { 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, sel = ( key & STB_TEXTEDIT_K_SHIFT ) != 0; + 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( state->single_line ) + if( !is_page && state->single_line ) { // on windows, up&down become left&right key = STB_TEXTEDIT_K_LEFT | ( key & STB_TEXTEDIT_K_SHIFT ); @@ -1044,12 +1068,17 @@ retry: stb_textedit_clamp( str, state ); stb_textedit_find_charpos( &find, str, state->cursor, state->single_line ); - // can only go up if there's a previous row - if( find.prev_first != find.first_char ) + 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 - float goal_x = state->has_preferred_x ? state->preferred_x : find.x; - float x; state->cursor = find.prev_first; STB_TEXTEDIT_LAYOUTROW( &row, str, state->cursor ); x = row.x0; @@ -1078,6 +1107,16 @@ retry: { 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; } @@ -1228,10 +1267,6 @@ retry: state->has_preferred_x = 0; break; } - -// @TODO: -// STB_TEXTEDIT_K_PGUP - move cursor up a page -// STB_TEXTEDIT_K_PGDOWN - move cursor down a page } } @@ -1295,7 +1330,7 @@ static void stb_textedit_discard_redo( StbUndoState* state ) } } // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' - // {DEAR IMGUI] + // [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; @@ -1550,6 +1585,7 @@ static void stb_textedit_clear_state( STB_TexteditState* state, int is_single_li state->initialized = 1; state->single_line = ( unsigned char ) is_single_line; state->insert_mode = 0; + state->row_count_per_page = 0; } // API initialize diff --git a/neo/libs/imgui/imstb_truetype.h b/neo/libs/imgui/imstb_truetype.h index 7a0cd930..1b89ab32 100644 --- a/neo/libs/imgui/imstb_truetype.h +++ b/neo/libs/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 @@ -275,8 +277,8 @@ //// 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" @@ -302,6 +304,8 @@ void my_stbtt_initfont( void ) 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 ); @@ -311,13 +315,13 @@ void my_stbtt_print( float x, float y, char* text ) { 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.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; @@ -735,7 +739,7 @@ struct stbtt_fontinfo 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 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 @@ -818,6 +822,18 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance( const stbtt_fontinfo* info, int glyph1 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) ////////////////////////////////////////////////////////////////////////////// // @@ -863,6 +879,12 @@ STBTT_DEF int stbtt_GetGlyphShape( const stbtt_fontinfo* info, int glyph_index, 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 @@ -1459,6 +1481,26 @@ static stbtt__buf stbtt__get_subrs( stbtt__buf cff, stbtt__buf fontdict ) 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; @@ -1563,6 +1605,8 @@ static int stbtt_InitFont_internal( stbtt_fontinfo* info, unsigned char* data, i 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. @@ -1669,12 +1713,12 @@ STBTT_DEF int stbtt_FindGlyphIndex( const stbtt_fontinfo* info, int unicode_code search += 2; { - stbtt_uint16 offset, start; + stbtt_uint16 offset, start, last; 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 ) + last = ttUSHORT( data + endCount + 2 * item ); + if( unicode_codepoint < start || unicode_codepoint > last ) { return 0; } @@ -2037,7 +2081,7 @@ static int stbtt__GetGlyphShapeTT( const stbtt_fontinfo* info, int glyph_index, } num_vertices = stbtt__close_shape( vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy ); } - else if( numberOfContours == -1 ) + else if( numberOfContours < 0 ) { // Compound shapes. int more = 1; @@ -2140,9 +2184,9 @@ static int stbtt__GetGlyphShapeTT( const stbtt_fontinfo* info, int glyph_index, } return 0; } - if( num_vertices > 0 ) + if( num_vertices > 0 && vertices ) { - STBTT_memcpy( tmp, vertices, num_vertices * sizeof( stbtt_vertex ) ); //-V595 + STBTT_memcpy( tmp, vertices, num_vertices * sizeof( stbtt_vertex ) ); } STBTT_memcpy( tmp + num_vertices, comp_verts, comp_num_verts * sizeof( stbtt_vertex ) ); if( vertices ) @@ -2157,11 +2201,6 @@ static int stbtt__GetGlyphShapeTT( const stbtt_fontinfo* info, int glyph_index, more = flags & ( 1 << 5 ); } } - else if( numberOfContours < 0 ) - { - // @TODO other compound variations? - STBTT_assert( 0 ); - } else { // numberOfCounters == 0, do nothing @@ -2528,7 +2567,7 @@ hvcurveto: } has_subrs = 1; } - // fallthrough + // FALLTHROUGH case 0x1D: // callgsubr if( sp < 1 ) { @@ -2664,7 +2703,7 @@ hvcurveto: break; default: - if( b0 != 255 && b0 != 28 && ( b0 < 32 || b0 > 254 ) ) //-V560 + if( b0 != 255 && b0 != 28 && b0 < 32 ) { return STBTT__CSERR( "reserved operator" ); } @@ -2778,7 +2817,63 @@ STBTT_DEF void stbtt_GetGlyphHMetrics( const stbtt_fontinfo* info, int glyph_ind } } -static int stbtt__GetGlyphKernInfoAdvance( const stbtt_fontinfo* info, int glyph1, int glyph2 ) +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; @@ -2821,7 +2916,7 @@ static int stbtt__GetGlyphKernInfoAdvance( const stbtt_fontinfo* info, int glyp return 0; } -static stbtt_int32 stbtt__GetCoverageIndex( stbtt_uint8* coverageTable, int glyph ) +static stbtt_int32 stbtt__GetCoverageIndex( stbtt_uint8* coverageTable, int glyph ) { stbtt_uint16 coverageFormat = ttUSHORT( coverageTable ); switch( coverageFormat ) @@ -2853,8 +2948,8 @@ static stbtt_int32 stbtt__GetCoverageIndex( stbtt_uint8* coverageTable, int gly return m; } } + break; } - break; case 2: { @@ -2885,15 +2980,11 @@ static stbtt_int32 stbtt__GetCoverageIndex( stbtt_uint8* coverageTable, int gly return startCoverageIndex + glyph - strawStart; } } + break; } - break; default: - { - // There are no other cases. - STBTT_assert( 0 ); - } - break; + return -1; // unsupported } return -1; @@ -2914,11 +3005,8 @@ static stbtt_int32 stbtt__GetGlyphClass( stbtt_uint8* classDefTable, int glyph { return ( stbtt_int32 )ttUSHORT( classDef1ValueArray + 2 * ( glyph - startGlyphID ) ); } - - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classDef1ValueArray + 2 * glyphCount; + break; } - break; case 2: { @@ -2948,33 +3036,27 @@ static stbtt_int32 stbtt__GetGlyphClass( stbtt_uint8* classDefTable, int glyph return ( stbtt_int32 )ttUSHORT( classRangeRecord + 4 ); } } - - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classRangeRecords + 6 * classRangeCount; + break; } - break; default: - { - // There are no other cases. - STBTT_assert( 0 ); - } - break; + return -1; // Unsupported definition type, return an error. } - return -1; + // "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 ) +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; + stbtt_int32 i, sti; if( !info->gpos ) { @@ -3004,133 +3086,120 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance( const stbtt_fontinfo* info, stbtt_uint16 lookupType = ttUSHORT( lookupTable ); stbtt_uint16 subTableCount = ttUSHORT( lookupTable + 4 ); stbtt_uint8* subTableOffsets = lookupTable + 6; - switch( lookupType ) + if( lookupType != 2 ) // Pair Adjustment Positioning Subtable { - case 2: // Pair Adjustment Positioning Subtable + continue; + } + + 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 ) { - stbtt_int32 sti; - for( sti = 0; sti < subTableCount; sti++ ) + continue; + } + + switch( posFormat ) + { + case 1: { - 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 ) + stbtt_int32 l, r, m; + int straw, needle; + stbtt_uint16 valueFormat1 = ttUSHORT( table + 4 ); + stbtt_uint16 valueFormat2 = ttUSHORT( table + 6 ); + if( valueFormat1 == 4 && valueFormat2 == 0 ) // Support more formats? { - continue; - } + 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; - switch( posFormat ) - { - case 1: + if( coverageIndex >= pairSetCount ) { - 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; - } - } + return 0; } - break; - case 2: + needle = glyph2; + r = pairValueCount - 1; + l = 0; + + // Binary search. + while( l <= r ) { - 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 ) + stbtt_uint16 secondGlyph; + stbtt_uint8* pairValue; + m = ( l + r ) >> 1; + pairValue = pairValueArray + ( 2 + valueRecordPairSizeInBytes ) * m; + secondGlyph = ttUSHORT( pairValue ); + straw = secondGlyph; + if( needle < straw ) { - return 0; + r = m - 1; } - STBTT_GPOS_TODO_assert( valueFormat2 == 0 ); - if( valueFormat2 != 0 ) + else if( needle > straw ) { - return 0; + l = m + 1; } - - if( glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count ) + else { - stbtt_uint8* class1Records = table + 16; - stbtt_uint8* class2Records = class1Records + 2 * ( glyph1class * class2Count ); - stbtt_int16 xAdvance = ttSHORT( class2Records + 2 * glyph2class ); + stbtt_int16 xAdvance = ttSHORT( pairValue + 2 ); return xAdvance; } } - break; - - default: - { - // There are no other cases. - STBTT_assert( 0 ); - break; - }; } + else + { + return 0; + } + break; } - break; - }; - default: - // TODO: Implement other stuff. - 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 + } + + class1Records = table + 16; + class2Records = class1Records + 2 * ( glyph1class * class2Count ); + xAdvance = ttSHORT( class2Records + 2 * glyph2class ); + return xAdvance; + } + else + { + return 0; + } + break; + } + + default: + return 0; // Unsupported position format + } } } @@ -3145,8 +3214,7 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance( const stbtt_fontinfo* info, int g1, in { xAdvance += stbtt__GetGlyphGPOSInfoAdvance( info, g1, g2 ); } - - if( info->kern ) + else if( info->kern ) { xAdvance += stbtt__GetGlyphKernInfoAdvance( info, g1, g2 ); } @@ -3231,6 +3299,53 @@ STBTT_DEF void stbtt_FreeShape( const stbtt_fontinfo* info, stbtt_vertex* v ) STBTT_free( v, info->userdata ); } +STBTT_DEF stbtt_uint8* stbtt_FindSVGDoc( const stbtt_fontinfo* info, int gl ) +{ + 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 < numEntries; i++ ) + { + stbtt_uint8* svg_doc = svg_docs + ( 12 * i ); + if( ( gl >= 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 ); +} + ////////////////////////////////////////////////////////////////////////////// // // antialiasing software rasterizer @@ -3700,6 +3815,23 @@ static void stbtt__handle_clipped_edge( float* scanline, int x, stbtt__active_ed } } +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; @@ -3770,15 +3902,15 @@ static void stbtt__fill_active_edges_new( float* scanline, float* scanline_fill, float height; // simple case, only spans one pixel int x = ( int ) x_top; - height = sy1 - sy0; + height = ( sy1 - sy0 ) * e->direction; 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 + 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, step, sign, area; + float y_crossing, y_final, step, sign, area; // covers 2+ pixels if( x_top > x_bottom ) { @@ -3791,33 +3923,88 @@ static void stbtt__fill_active_edges_new( float* scanline, float* scanline_fill, dx = -dx; dy = -dy; t = x0, x0 = xb, xb = t; - // [DEAR IMGUI] Fix static analyzer warning - ( void )dx; // [ImGui: fix static analyzer warning] } + 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 = ( x1 + 1 - x0 ) * dy + y_top; + 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 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; + // 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; + scanline[x] += area + step / 2; // area of trapezoid is 1*step/2 area += step; } - y_crossing += dy * ( x2 - ( x1 + 1 ) ); + STBTT_assert( STBTT_fabs( area ) <= 1.01f ); // accumulated error from area += step unless we round step down + STBTT_assert( sy1 > y_final - 0.01f ); - STBTT_assert( STBTT_fabs( area ) <= 1.01f ); - - scanline[x2] += area + sign * ( 1 - ( ( x2 - x2 ) + ( x_bottom - x2 ) ) / 2 ) * ( sy1 - y_crossing ); + // 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 ); } } @@ -3827,6 +4014,9 @@ static void stbtt__fill_active_edges_new( float* scanline, float* scanline_fill, // 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 ) { @@ -4910,6 +5100,7 @@ static float stbtt__oversample_shift( int oversample ) 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 ) @@ -4923,7 +5114,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects( stbtt_pack_context* spc, const st 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 ) + if( glyph == 0 && ( spc->skip_missing || missing_glyph_added ) ) { rects[k].w = rects[k].h = 0; } @@ -4936,6 +5127,10 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects( stbtt_pack_context* spc, const st &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; } @@ -4974,7 +5169,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter( const stbtt_fontinfo* inf // 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; + int i, j, k, missing_glyph = -1, return_value = 1; // save current values int old_h_over = spc->h_oversample; @@ -5042,6 +5237,19 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects( stbtt_pack_context* spc, cons 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 { @@ -5067,7 +5275,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects( stbtt_pack_context* spc, stbrp_rec 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 = 1; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; //stbrp_context *context = (stbrp_context *) spc->pack_info; stbrp_rect* rects; @@ -5261,9 +5469,6 @@ static int stbtt__compute_crossings_x( float x, float y, int nverts, stbtt_verte float y_frac; int winding = 0; - orig[0] = x; - //orig[1] = y; // [DEAR IMGUI] commmented 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 ) @@ -5274,6 +5479,8 @@ static int stbtt__compute_crossings_x( float x, float y, int nverts, stbtt_verte { y -= 0.01f; } + + orig[0] = x; orig[1] = y; // test a ray from (-infinity,y) to (x,y) @@ -5356,7 +5563,7 @@ static float stbtt__cuberoot( float x ) } } -// x^3 + c*x^2 + b*x + a = 0 +// 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; @@ -5398,18 +5605,9 @@ STBTT_DEF unsigned char* stbtt_GetGlyphSDF( const stbtt_fontinfo* info, float sc int w, h; unsigned char* data; - // if one scale is 0, use same scale for both - if( scale_x == 0 ) + if( scale == 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; + return NULL; } stbtt_GetGlyphBitmapBoxSubpixel( info, glyph, scale, scale, 0.0f, 0.0f, &ix0, &iy0, &ix1, &iy1 ); @@ -5504,21 +5702,20 @@ STBTT_DEF unsigned char* stbtt_GetGlyphSDF( const stbtt_fontinfo* info, float sc { 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 ) + 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) - float dist = ( float ) STBTT_fabs( ( x1 - x0 ) * ( y0 - sy ) - ( y1 - y0 ) * ( x0 - sx ) ) * precompute[i]; + dist = ( float ) STBTT_fabs( ( x1 - x0 ) * ( y0 - sy ) - ( y1 - y0 ) * ( x0 - sx ) ) * precompute[i]; STBTT_assert( i != 0 ); if( dist < min_dist ) { @@ -5551,7 +5748,8 @@ STBTT_DEF unsigned char* stbtt_GetGlyphSDF( const stbtt_fontinfo* info, float sc 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 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 { @@ -5588,6 +5786,12 @@ STBTT_DEF unsigned char* stbtt_GetGlyphSDF( const stbtt_fontinfo* info, float sc 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; @@ -5972,6 +6176,12 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian( const char* s1, int len1, cons // 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