diff --git a/src/LibSL/CMakeLists.txt b/src/LibSL/CMakeLists.txt index 460d3935..02523c6a 100755 --- a/src/LibSL/CMakeLists.txt +++ b/src/LibSL/CMakeLists.txt @@ -75,6 +75,7 @@ SET(LIBSL_CORE_HEADERS Mesh/MeshEditing.h Mesh/MeshFormat_3DS.h Mesh/MeshFormat_map.h + Mesh/MeshFormat_msh.h Mesh/MeshFormat_mesh.h Mesh/MeshFormat_OBJ.h Mesh/MeshFormat_wrl.h @@ -136,6 +137,7 @@ SET(LIBSL_CORE_SOURCE Mesh/MeshFormat_OBJ.cpp Mesh/MeshFormat_wrl.cpp Mesh/MeshFormat_mesh.cpp + Mesh/MeshFormat_msh.cpp Mesh/MeshFormat_map.cpp Mesh/MeshFormat_proc.cpp Mesh/MeshFormat_dae.cpp diff --git a/src/LibSL/Mesh/MeshFormat_msh.cpp b/src/LibSL/Mesh/MeshFormat_msh.cpp new file mode 100644 index 00000000..08071685 --- /dev/null +++ b/src/LibSL/Mesh/MeshFormat_msh.cpp @@ -0,0 +1,296 @@ +//--------------------------------------------------------------------------- +#include "LibSL.precompiled.h" +//--------------------------------------------------------------------------- + +#include "MeshFormat_msh.h" +using namespace LibSL::Mesh; + +#include +using namespace LibSL::Errors; +#include +using namespace LibSL::Memory::Array; +#include +using namespace LibSL::Memory::Pointer; +#include +using namespace LibSL::Math; + +//--------------------------------------------------------------------------- + +#define NAMESPACE LibSL::Mesh + +//--------------------------------------------------------------------------- + +/// Declaring a global will automatically register the plugin +namespace { + NAMESPACE::MeshFormat_mesh s_Mesh; /// FIXME: this mechanism does not work with VC++ +} /// see also MeshFormatManager constructor + +//--------------------------------------------------------------------------- + +NAMESPACE::MeshFormat_msh::MeshFormat_msh() +{ + try { + // register plugin + MESH_FORMAT_MANAGER.registerPlugin(this); + } catch (LibSL::Errors::Fatal& e) { + std::cerr << e.message() << std::endl; + } +} + +//--------------------------------------------------------------------------- + +using namespace std; + +//--------------------------------------------------------------------------- + +void parseWhiteSpace(ifstream& stream) { + char next = stream.peek(); + while (next == '\n' || next == ' ' || next == '\t' || next == '\r') { + stream.get(); + next = stream.peek(); + } +} + +void parseMeshFormat(ifstream& stream, MeshFormat_msh::msh_format_info& format) { + stream >> format.version_number; + parseWhiteSpace(stream); + stream >> format.file_type; + parseWhiteSpace(stream); + stream >> format.data_size; + parseWhiteSpace(stream); + + if (format.file_type == 1) { // binary + int check = 1; + stream.read(reinterpret_cast(&check), sizeof(int)); + sl_assert(check == 1); // make sure the file is compatible (little or big endian) + } +} + +void parsePhysicalNames(ifstream& stream, MeshFormat_msh::msh_format_info& format) { +} + +void parseNodes(ifstream& stream, MeshFormat_msh::msh_format_info& format) { + stream >> format.number_of_nodes; + parseWhiteSpace(stream); + + int num_i; + double xyz[3]; + + if (format.file_type == 1) { + for (int i = 0; i < format.number_of_nodes; i++) { + stream.read(reinterpret_cast(&num_i), sizeof(int)); + stream.read(reinterpret_cast(&xyz), sizeof(xyz)); + format.nodes.emplace_back(v3f(xyz[0], xyz[1], xyz[2])); + } + } else { + for (int i = 0; i < format.number_of_nodes; i++) { + char trash; + stream >> num_i; + stream >> xyz[0] >> trash >> xyz[1] >> trash >> xyz[2]; + parseWhiteSpace(stream); + } + } +} + +void parseElements(ifstream& stream, MeshFormat_msh::msh_format_info& format) { + stream >> format.number_of_elements; + parseWhiteSpace(stream); + + int header[3]; + int nb_elems = 0; + while (nb_elems < format.number_of_elements) { + + if (format.file_type == 1) { + stream.read(reinterpret_cast(&header), sizeof(header)); + } else { + stream >> header[0]; + parseWhiteSpace(stream); + } + + int elem_size = 0; + + switch (header[0]) { + case 1: // 2-node line + break; + case 2: // 3-node triangle + elem_size = 3; + break; + case 3: // 4-node quadrangle + elem_size = 4; + break; + case 4: // 4-node tetrahedron + elem_size = 4; + break; + case 5: // 8-node hexahedron + break; + case 6: + break; + } + + for (int elem = 0; elem < header[1]; elem++) { + for (int tag = 0; tag < header[2]; tag++) { + int data; + stream.read(reinterpret_cast(&data), sizeof(data)); + } + int num_i; + stream.read(reinterpret_cast(&num_i), sizeof(num_i)); + + int data[4]; + stream.read(reinterpret_cast(&data), sizeof(data)); + vector elems; + + ForIndex (i, elem_size) { + elems.emplace_back(data[i]); + } + format.elements.emplace_back(elems); + } + nb_elems += header[1]; + } +} + +void parseElementData(ifstream& stream, MeshFormat_msh::msh_format_info& format) { + { + stream >> format.number_of_string_tags; + std::string tag; + ForIndex(i, format.number_of_string_tags) { + stream >> tag; + format.string_tags.emplace_back(tag); + parseWhiteSpace(stream); + } + } + { + stream >> format.number_of_real_tags; + float tag; + ForIndex(i, format.number_of_real_tags) { + stream >> tag; + format.real_tags.emplace_back(tag); + parseWhiteSpace(stream); + } + } + { + stream >> format.number_of_integer_tags; + int tag; + ForIndex(i, format.number_of_integer_tags) { + stream >> tag; + format.integer_tags.emplace_back(tag); + parseWhiteSpace(stream); + } + } + + size_t nb_values = format.integer_tags[1]; + size_t nb_elems = format.integer_tags[2]; + + size_t num_bytes = (nb_values * format.data_size + 4) * nb_elems; + char* data = new char[num_bytes]; + stream.read(data, num_bytes); + + vector> field(nb_elems); + + for (size_t i = 0; i < nb_elems; i++) { + int elem = *reinterpret_cast(&data[i*(4 + nb_values * format.data_size)]); + elem -= 1; + size_t base_idx = i * (4 + nb_values * format.data_size) + 4; + + field[elem * nb_values] = vector(nb_values); + for (size_t j = 0; j < nb_values; j++) { + field[elem * nb_values][j] = *reinterpret_cast(&data[base_idx + j * format.data_size]); + } + } + + /*ForIndex(i, number_of_nodes) { + stream.read(reinterpret_cast(&elm_number), sizeof(elm_number)); + stream.read(reinterpret_cast(&value), sizeof(value)); + }*/ +} + +//--------------------------------------------------------------------------- + + + +NAMESPACE::TriangleMesh* NAMESPACE::MeshFormat_msh::load(const char *fname) const +{ + size_t nr = 0; + LIBSL_BEGIN; + // open file + FILE *f = NULL; + fopen_s(&f, fname, "rb"); + if (f == NULL) { + throw Fatal("[MeshFormat_msh::load] - file '%s' not found",fname); + } + + ifstream stream(f); + + msh_format_info format; + + std::string blockname, blockend; + while (!stream.eof()) { + stream >> blockname; + + if (blockname == "$MeshFormat") { + parseMeshFormat(stream, format); + stream >> blockend; + sl_assert(blockend == "$EndMeshFormat"); + } else if (blockname == "$PhysicalNames") { + parsePhysicalNames(stream, format); + stream >> blockend; + sl_assert(blockend == "$EndPhysicalNames"); + } else if (blockname == "$Nodes") { + parseNodes(stream, format); + stream >> blockend; + sl_assert(blockend == "$EndNodes"); + } else if (blockname == "$Elements") { + parseElements(stream, format); + stream >> blockend; + sl_assert(blockend == "$EndElements"); + } else if (blockname == "$ElementData") { + parseElementData(stream, format); + stream >> blockend; + sl_assert(blockend == "$EndElementData"); + } else { + cerr << "Unknown field" << endl; + // TODO: READ UNTIL END OF BLOCK + stream >> blockend; + sl_assert(blockend == "$End" + blockname.substr(1, blockname.size() - 1)); + } + + parseWhiteSpace(stream); + + } + fclose(f); + + + + TriangleMesh_generic *mesh + = new TriangleMesh_generic(format.number_of_nodes, format.number_of_elements * 4, 0, AutoPtr(MVF::make())); + + // faces + uint fi = 0; + ForArray(format.elements, n_tet) { // TODO: manage non tet + ForIndex(off, 4) { + ForIndex(k, 3) { + int vertex_number = format.elements.at(n_tet)[(off + k) % 4]; + mesh->triangleAt(fi)[k] = vertex_number - 1; + } + m_meshes.push_back(format.elements.at(n_tet)[off] - 1); + fi++; + } + } + + //vertices + ForArray (format.nodes, n_ver) { + v3f pos = format.nodes.at(n_ver); + mesh->vertexAt(n_ver).pos = pos; + } + + // done + return (mesh); + LIBSL_END; +} + +//--------------------------------------------------------------------------- + +void NAMESPACE::MeshFormat_msh::save(const char *fname,const NAMESPACE::TriangleMesh *mesh) const +{ +} + +//--------------------------------------------------------------------------- \ No newline at end of file diff --git a/src/LibSL/Mesh/MeshFormat_msh.h b/src/LibSL/Mesh/MeshFormat_msh.h new file mode 100644 index 00000000..674b9696 --- /dev/null +++ b/src/LibSL/Mesh/MeshFormat_msh.h @@ -0,0 +1,66 @@ +// ------------------------------------------------------ +// LibSL::Mesh::MeshFormat_msh +// ------------------------------------------------------ +// +// Load/save LibSL 'msh' file format +// +// ------------------------------------------------------ +// Jimmy ETIENNE - 2018-10-11 +// ------------------------------------------------------ + +#pragma once + +#include +#include + +namespace LibSL { + namespace Mesh { + + class MeshFormat_msh : public TriangleMeshFormat_plugin + { + + public: + typedef struct + { + LibSL::Math::v3f pos; + LibSL::Math::v3f nrm; + } t_VertexData; + + typedef MVF2(mvf_position_3f, mvf_normal_3f) t_VertexFormat; + + + typedef struct + { + float version_number; + int file_type; // 0 = ASCII, 1 = binary + int data_size = 0; + int number_of_nodes; + int number_of_elements; + int number_of_tags; + + int number_of_string_tags; + int number_of_real_tags; + int number_of_integer_tags; + + std::vector nodes; + std::vector> elements; + + std::vector string_tags; + std::vector real_tags; + std::vector integer_tags; + } msh_format_info; + + public: + MeshFormat_msh(); + void save(const char *,const TriangleMesh *) const; + TriangleMesh *load(const char *) const; + const char *signature() const {return "msh";} + + public: + mutable std::vector m_meshes; + }; + + } //namespace LibSL::Mesh +} //namespace LibSL + +// ------------------------------------------------------ diff --git a/src/libs/src/imgui/.editorconfig b/src/libs/src/imgui/.editorconfig index 3dd05d3d..284ba13f 100644 --- a/src/libs/src/imgui/.editorconfig +++ b/src/libs/src/imgui/.editorconfig @@ -1,4 +1,6 @@ -# editorconfig.org +# See http://editorconfig.org to read about the EditorConfig format. +# - Automatically supported by VS2017+ and most common IDE or text editors. +# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig # top-most EditorConfig file root = true diff --git a/src/libs/src/imgui/LICENSE.txt b/src/libs/src/imgui/LICENSE.txt index 3b439aa4..d8763995 100644 --- a/src/libs/src/imgui/LICENSE.txt +++ b/src/libs/src/imgui/LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2019 Omar Cornut +Copyright (c) 2014-2020 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/src/libs/src/imgui/docs/CHANGELOG.txt b/src/libs/src/imgui/docs/CHANGELOG.txt index 1df96435..6e4b8a25 100644 --- a/src/libs/src/imgui/docs/CHANGELOG.txt +++ b/src/libs/src/imgui/docs/CHANGELOG.txt @@ -8,11 +8,13 @@ Changes to the examples/bindings are included within the individual .cpp files i RELEASE NOTES: https://github.com/ocornut/imgui/releases REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master +FAQ https://www.dearimgui.org/faq/ +WIKI https://github.com/ocornut/imgui/wiki WHEN TO UPDATE? -- Keeping your copy of dear imgui updated once in a while is recommended. -- It is generally safe to sync to the latest commit in master. +- Keeping your copy of Dear ImGui updated regularly is recommended. +- It is generally safe to sync to the latest commit in master or docking branches The library is fairly stable and regressions tends to be fixed fast when reported. HOW TO UPDATE? @@ -30,16 +32,1069 @@ HOW TO UPDATE? ----------------------------------------------------------------------- - VERSION 1.68 (In progress) + DOCKING+MULTI-VIEWPORT BRANCH (In Progress) ----------------------------------------------------------------------- +DOCKING FEATURES + +- Added Docking system: [BETA] (#2109, #351) + - Added ImGuiConfigFlags_DockingEnable flag to enable Docking. + Set with `io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;`. + - Added DockSpace(), DockSpaceOverViewport() API. + - Added ImGuiDockNodeFlags flags for DockSpace(). + - Added SetNextWindowDockID(), SetNextWindowClass() API. + - Added GetWindowDockID(), IsWindowDocked() API. + - Added ImGuiWindowFlags_NoDocking window flag to disable the possibility for a window to be docked. + Popup, Menu and Child windows always have the ImGuiWindowFlags_NoDocking flag set. + - Added ImGuiWindowClass to specify advanced docking/viewport related flags via SetNextWindowClass(). + - Added io.ConfigDockingNoSplit option. + - Added io.ConfigDockingWithShift option. + - Added io.ConfigDockingAlwaysTabBar option. + - Added io.ConfigDockingTransparentPayload option. + - Style: Added ImGuiCol_DockingPreview, ImGuiCol_DockingEmptyBg colors. + - Demo: Added "DockSpace" example app showcasing use of explicit dockspace nodes. + +MULTI-VIEWPORT FEATURES (was previously 'viewport' branch, merged into 'docking') + +Breaking Changes: + +- IMPORTANT: When multi-viewports are enabled (with io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable), + all coordinates/positions will be in your natural OS coordinates space. It means that: + - Reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are _probably_ not what you want anymore. + Use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos). + - Likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them. + e.g. subtract GetWindowViewport()->Pos. +- Render function: the ImDrawData structure now contains 'DisplayPos' and 'DisplaySize' fields. + To support multi-viewport, you need to use those values when creating your orthographic projection matrix. + Use 'draw_data->DisplaySize' instead of 'io.DisplaySize', and 'draw_data->DisplayPos' instead of (0,0) as the upper-left point. + You need to subtract 'draw_data->DisplayPos' from your scissor rectangles to convert them from global coordinates to frame-buffer coordinates. +- IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. +- IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range). + +Other changes: +(FIXME: This need a fuller explanation!) + +- Added ImGuiPlatformIO structure and GetPlatformIO(). + Similarly to ImGuiIO and GetIO(), this structure is the main point of communication for back-ends supporting multi-viewports. +- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors. +- Added GetMainViewport(). +- Added GetWindowViewport(), SetNextWindowViewport(). +- Added GetWindowDpiScale(). +- Added GetOverlayDrawList(ImGuiViewport* viewport). + The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport. +- Added UpdatePlatformWindows(), RenderPlatformWindows(), DestroyPlatformWindows() for usage for application core. +- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by back-ends. +- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options. +- Added io.ConfigViewportsNoAutoMerge, io.ConfigViewportsNoTaskBarIcon, io.ConfigViewportsNoDecoration, io.ConfigViewportsNoDefaultParent options. +- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags. +- Added io.MainViewport, io.Viewports, io.MouseHoveredViewport (MouseHoveredViewport is optional _even_ for multi-viewport support). +- Added ImGuiViewport structure, ImGuiViewportFlags flags. +- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end. +- Examples: Renderer: OpenGL2, OpenGL3, DirectX11, DirectX12, Vulkan: Added support for multi-viewports. +- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports. + Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117. +- Examples: Win32: Added DPI-related helpers to access DPI features without requiring the latest Windows SDK at compile time, + and without requiring Windows 10 at runtime. +- Examples: Vulkan: Added various optional helpers in imgui_impl_vulkan.h (they are used for multi-viewport support) + to make the examples main.cpp easier to read. + + +----------------------------------------------------------------------- + VERSION 1.79 (Released 2020-10-08) +----------------------------------------------------------------------- + +Breaking Changes: + +- Fonts: 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. + It was also getting in the way of better font scaling, so let's get rid of it now! + If you used DisplayOffset it was probably in association to rasterizing a font at a specific size, + in which case the corresponding offset may be reported into GlyphOffset. (#1619) + If you scaled this value after calling AddFontDefault(), this is now done automatically. +- ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using + the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()! + Kept inline redirection function (will obsolete). + (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). +- Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. +- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete). +- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77. + For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function. +- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it + is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can + use IsWindowAppearing() after BeginPopup() for a similar result. + +Other Changes: + +- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433) +- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups] +- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787) +- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where + ContentSize is changing (issue introduced in 1.78). (#3452). +- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon] +- InputText: Added selection helpers in ImGuiInputTextCallbackData(). +- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit. + (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the + underlying buffer while focus is active). +- InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428) + It is a rather unusual or useless combination of features but no reason it shouldn't work! +- InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline(). +- InputText: Fixed cursor being partially covered after using Ctrl+End key. +- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454) +- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to + the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio. + Note that some other text editors instead would move the crusor to the end of the line). [@Xipiryon] +- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case + where v_min == v_max. (#3361) +- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both + with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups] +- Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers + with a "%s" format string. (#3466) +- CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and + stored value matches neither zero neither the full set. +- BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(), + so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range. +- TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event + rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior + and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set. + (This is also necessary to support full multi/range-select/drag and drop operations.) +- Tab Bar: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon] +- Tab Bar: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button + at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot + be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon] +- Tab Bar: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab. +- Tab Bar: Keep tab item close button visible while dragging a tab (independent of hovering state). +- Tab Bar: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame. +- Tab Bar: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would + generate an unnecessary extra draw call. +- Tab Bar: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave + tabs reordered in the tab list popup. [@Xipiryon] +- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of + a fully clipped column. (#3475) [@szreder] +- Popups, Tooltips: Fix edge cases issues with positionning popups and tooltips when they are larger than + viewport on either or both axises. [@Rokups] +- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1. + Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font. +- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible. +- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console'). +- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have + the defines set by a loader. (#3467, #1985) [@jjwebb] +- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their + own render pass. (#3455, #3459) [@FunMiles] +- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining + the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301) +- Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf] +- Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO] +- Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of + "VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles] +- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled. +- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building + on 32-bit systems. Added project to default Visual Studio solution file. (#301) + + +----------------------------------------------------------------------- + VERSION 1.78 (Released 2020-08-18) +----------------------------------------------------------------------- + +Breaking Changes: + +- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut] + - DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN() + - SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN() + - VSliderFloat(), VSliderScalar() + Replaced the final 'float power=1.0f' argument with ImGuiSliderFlags 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): + - Your compiler may warn on float>int conversion. + - Everything else will work (but will assert if IMGUI_DISABLE_OBSOLETE_FUNCTIONS is defined). + - 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): + - Your compiler may warn on float>int conversion. + - Code will assert at runtime for IM_ASSERT(power == 1.0f) with the following assert description: + "Call Drag function with ImGuiSliderFlags_Logarithmic instead of using the old 'float power' function!". + - In case asserts are disabled, the code will not crash and enable the _Logarithmic flag. + - 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. + For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + 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. +- DragInt, DragFloat, DragScalar: Obsoleted use of v_min > v_max to lock edits (introduced in 1.73, this was not + demoed nor documented much, will be replaced a more generic ReadOnly feature). + +Other Changes: + +- Nav: Fixed clicking on void (behind any windows) from not clearing the focused window. + This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard + flag being cleared accordingly. (bug introduced in 1.77 WIP on 2020/06/16) (#3344, #2880) +- Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup) + from marking the window as moved. +- Drag, Slider: Added ImGuiSliderFlags parameters. + - For float functions they replace the old trailing 'float power=1.0' parameter. + (See #3361 and the "Breaking Changes" block above for all details). + - Added ImGuiSliderFlags_Logarithmic flag to enable logarithmic editing + (generally more precision around zero), as a replacement to the old 'float power' parameter + which was obsoleted. (#1823, #1316, #642) [@Shironekoben, @AndrewBelt] + - Added ImGuiSliderFlags_ClampOnInput flag to force clamping value when using + CTRL+Click to type in a value manually. (#1829, #3209, #946, #413). + [note: RENAMED to ImGuiSliderFlags_AlwaysClamp in 1.79]. + - Added ImGuiSliderFlags_NoRoundToFormat flag to disable rounding underlying + value to match precision of the display format string. (#642) + - Added ImGuiSliderFlags_NoInput flag to disable turning widget into a text input + with CTRL+Click or Nav Enter. +- Nav, Slider: Fix using keyboard/gamepad controls with certain logarithmic sliders where + pushing a direction near zero values would be cancelled out. [@Shironekoben] +- DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both + min and max value are on the same value. (#1441) +- InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more + than ~16 KB characters. (Note that current code is going to show corrupted display if after + clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText() + call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare + but it will be addressed later). (#3349) +- Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns). + Also fixed related text clipping when used in a column after the first one. (#3187, #3386) +- Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll + limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many + side-effects. The behavior is still present in SetScrollHere functions as they are more explicitly + aiming at making widgets visible. May later be moved to a flag. +- Tab Bar: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame). +- InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h) + and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle. + This is a small but rather important change because lots of multi-button behaviors could previously + only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton() + with is a de-facto versatile building block to creating custom widgets with the public API. +- Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled + from the merged/target font settings when merging fonts, instead of being pulled from the source + font settings. +- ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based + path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben] + - This change will facilitate the wider use of thick borders in future style changes. + - Requires an extra bit of texture space (~64x64 by default), relies on GPU bilinear filtering. + - Set `io.AntiAliasedLinesUseTex = false` to disable rendering using this method. + - Clear `ImFontAtlasFlags_NoBakedLines` in ImFontAtlas::Flags to disable baking data in texture. +- ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0, effectively + enabling auto-tessellation by default. Tweak tessellation in Style Editor->Rendering section, or + by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen] +- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate + an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen] +- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu. + Also showcase using InvisibleButton() with multiple mouse buttons flags. +- Demo: Improved "Layout & Scrolling" -> "Clipping" section. +- Demo: Improved "Layout & Scrolling" -> "Child Windows" section. +- Style Editor: Added preview of circle auto-tessellation when editing the corresponding value. +- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h] +- Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (it seems + like Allegro 5 reports it differently from GLFW and SDL). (#3394, #2424, #1463) [@nobody-special666] +- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO] +- CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon] + + +----------------------------------------------------------------------- + VERSION 1.77 (Released 2020-06-29) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.77 + +Breaking Changes: + +- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please + note that this is a Beta api and will likely be reworked in order to support multi-DPI across + multiple monitors. +- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). + [NOTE: THIS WAS REVERTED IN 1.79] +- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor + of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + Kept inline redirection function (will obsolete). +- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017). + +Other Changes: + +- TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is + enabled (bug introduced in 1.76, but pre-1.76 it would also fail unless the _OpenOnArrow + flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick). +- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick + or _OpenOnArrow would open the node. (#143) +- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups] +- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings: + - Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS). + - Set to FLT_MAX to only display a close button when selected (merely hovering is not enough). + - Set to an intermediary value to toggle behavior based on width (same as Firefox). +- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item + (vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon] +- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new + ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward + compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits. +- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions + to first test for the presence of another popup at the same level. +- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing + for !IsAnyItemHovered() prior to doing an OpenPopup(). +- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(), + allowing to check if any popup is open at the current level, if a given popup is open at any popup + level, if any popup is open at all. +- Popups: Fix an edge case where programatically closing a popup while clicking on its empty space + would attempt to focus it and close other popups. (#2880) +- Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636) +- Popups: Clarified some of the comments and function prototypes. +- Modals: BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will + not always be auto-centered. Note that modals are more similar to regular windows than they are to + popups, so api and behavior may evolve further toward embracing this. (#915, #3091) + Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)). +- Metrics: Added a "Settings" section with some details about persistent ini settings. +- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to + BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups] +- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when + drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups] +- Columns: Lower overhead on column switches and switching to background channel. + Benefits Columns but was primarily made with Tables in mind! +- Fonts: Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217) [@marukrap] +- ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the + VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591) + [@thedmd, @Shironekoben, @sergeyn, @ocornut] +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different + TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163) + [@ocornut, @thedmd, @Shironekoben] +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current + VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591) +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after + a callback draw command would incorrectly override the callback draw command. +- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails. +- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web. + Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut] +- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups, + static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns). + Fixed a static constructor which led to this dependency on some compiler setups. [@rokups] +- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327) +- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183) +- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends, + making more render/clipping code use an early out path. +- Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the + projection matrix top and bottom values. (#3143, #3146) [@u3shit] +- Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka] +- Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal] +- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177) +- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData + structure didn't have any vertices. (#2697) [@kudaba] +- Backends: OSX: Added workaround to avoid fast mouse clicks. (#3261, #1992, #2525) [@nburrus] +- Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259) +- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm + not forwarding right and center mouse clicks. (#3260) [@nburrus] + + +----------------------------------------------------------------------- + VERSION 1.76 (Released 2020-04-12) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.76 + +Other Changes: + +- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking + branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025) +- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups] +- BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared + when the menu is not open. (#3030) +- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' + glyph. (#2149, #515) +- Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601) +- Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. (#125) +- TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down + event rather than the Mouse Down+Up sequence (this is rather standard behavior). +- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced + by default for standalone ColorButton. +- Nav: Fixed interactions with ImGuiListClipper, so e.g. Home/End result would not clip the + landing item on the landing frame. (#787) +- Nav: Fixed currently focused item from ever being clipped by ItemAdd(). (#787) +- Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial + cursor position. This would often get fixed after the fix item submission, but using the + ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073) +- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar] + - Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h. + - More onsistent handling of unsupported code points (0xFFFD). + - Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(), + allowing for more complete CJK input. + - sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF. + - Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this + is currently not particularly efficient. +- Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited + to 64 columns with an assert. (#3037, #125) +- Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child + window also manipulate the ItemFlags stack. (#3024) [@Stanbroek] +- Font: Fixed non-ASCII space occasionally creating unnecessary empty looking polygons. +- Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users + to a solution rather than encourage people to add braces in the codebase. +- Misc: Added additional checks in EndFrame() to verify that io.KeyXXX values have not been + tampered with between NewFrame() and EndFrame(). +- Misc: Made default clipboard handlers for Win32 and OSX use a buffer inside the main context + instead of a static buffer, so it can be freed properly on Shutdown. (#3110) +- Misc, Freetype: Fixed support for IMGUI_STB_RECT_PACK_FILENAME compile time directive + in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult] +- Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the ImDrawCmd + instead of requiring to open it. Added options to disable bounding box and mesh display. + Added notes on inactive/gc-ed windows. +- Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering. +- CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building + SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling + obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups] +- Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable + ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld] +- Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult] +- Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), + ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch). + Those functions makes it easier for example apps to support hi-dpi features without setting up + a manifest. +- Backends: Win32: Calling AddInputCharacterUTF16() from WM_CHAR message handler in order to support + high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar] +- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function + currently does nothing). +- Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] +- Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) [@sergeyn] +- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay] +- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope] + + +----------------------------------------------------------------------- + VERSION 1.75 (Released 2020-02-10) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.75 + +Breaking Changes: + +- Removed redirecting functions/enums names 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 + If you were still using the old names, while you are cleaning up, considering enabling + IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding + and removing up old API calls, if any remaining. +- Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent + with other mouse functions (none of the other functions have it). +- Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely + documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API + which can be implemented faster. Also clarified pre-existing constraints which weren't + documented (can only unreserve from the last reserve call). If you suspect you ever + used that feature before (very unlikely, but grep for call to PrimReserve in your code), + you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen] +- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius. +- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code + technically supports it, future code may not so we're putting the restriction ahead. + [Undid that change in 1.76] +- 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 points into it without explicit initialization, you may need to fix your initial value. + +Other Changes: + +- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). + We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. +- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected + the current root window instead of always selecting the previous root window. (#787) +- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] +- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation + when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since + those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] +- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. +- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. +- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a + byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008). +- InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the + _EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting + user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back + from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009) +- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. +- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] +- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we + test both the focused/clicked window (which could be a child window) and the root window. +- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment + count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen] +- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. + In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as + we will rework the circle rendering functions to use textures and automatic segment count + selection, those new api can fill a gap. [@ShironekoBen] +- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to + suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups] +- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] +- Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. +- Misc: Disable format checks when using stb_printf, to allow using extra formats. + Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari] +- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp + files in a same compilation unit. Actual users of that technique (also called "Unity builds") + can generally provide this themselves, so we don't really recommend you use this. [@rokups] +- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] +- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] +- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] +- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available + on Wayland). (#2800, #2802) [@NeroBurner] +- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can + correctly report the key release in every cases (e.g. when using Win+V) causing problems with some + widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult + and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976) +- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all + XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput, + the later may be problematic if compiling with recent Windows SDK and you want your app to run + on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) +- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov] +- Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov] +- Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking + settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might + automatically use it). (#2919, #2798) +- Examples: OpenGL: Added support for glbinding OpenGL loader. (#2870) [@rokups] +- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] +- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed + even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw] + + +----------------------------------------------------------------------- + VERSION 1.74 (Released 2019-11-25) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74 + +Breaking Changes: + +- Removed redirecting functions/enums names 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 + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names or equivalent features, or see how they were implemented until 1.73. +- 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). + Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. +- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038) +- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS. +- Fonts: 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. +- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. + The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] + +Other Changes: + +- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) +- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) +- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text + baseline alignment. The issue would generally manifest when laying out multiple items on a same line, + with varying heights and text baseline offsets. + Some specific examples, e.g. a button with regular frame padding followed by another item with a + multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. + The second item was correctly offset to match text baseline, and would interact/display correctly, + but it wouldn't push the contents area boundary low enough. +- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where + all child window contents would be culled. +- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] +- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow + incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) +- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating + interactions with custom multi-selections patterns. (#2886, #1896, #1861) +- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating + interactions with custom multi-selections patterns. (#1896, #1861) +- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data + to clarify how they are used, and more comments redirecting to the demo code. (#2844) +- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651) +- Misc: Optimized storage of window settings data (reducing allocation count). +- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) +- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895) +- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). +- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable + default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734) +- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] +- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. +- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. +- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] +- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen] +- Metrics: Expose basic details of each window key/value state storage. +- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. +- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 + but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] +- Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with + legacy OpenGL applications. (#3000) +- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), + using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] +- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] +- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] +- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example + applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups] + + +----------------------------------------------------------------------- + VERSION 1.73 (Released 2019-09-24) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.73 + +Other Changes: + +- Nav, Scrolling: Added support for Home/End key. (#787) +- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. +- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue + when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups] +- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) + Note that some elements won't accurately fade down with the same intensity, and the color wheel + when enabled will have small overlap glitches with (style.Alpha < 1.0). +- TabBar: Fixed single-tab not shrinking their width down. +- TabBar: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop. +- TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) + (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations). +- TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. + Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. +- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position + differently than visible ones. +- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] +- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value. +- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat] +- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid] + This extends the hit-box to the right-most edge, even if the node is not framed. + (Note: this is not the default in order to allow adding other items on the same line. In the future we will + aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items, + and then we will be able to make this the default.) +- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and + right-most edge of the working area, bypassing indentation. +- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes, + mostly for consistency. (#2159, #2160) [@goran-w] +- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). +- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) +- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly + unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. + Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow + as possible. (#2775) [@rokups] +- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740) +- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506) +- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) +- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers. +- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when + a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory + usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) +- Documentation: Various tweaks and improvements to the README page. [@ker0chan] +- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() + before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient. +- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron] +- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would + generally make the DX11 debug layer complain (bug added in 1.72). +- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to + one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] +- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) + [@intonarumori, @ElectricMagic] +- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, + fix handling of rectangles too large to fit inside texture). (#2762) [@tido64] + + +----------------------------------------------------------------------- + VERSION 1.72b (Released 2019-07-31) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72b + +Other Changes: + +- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when + the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when + a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. +- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation. +- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting + in child window (often selectables because of their protruding sides) would be not considered + as entry points to to navigate toward the child window. (#787) + + +----------------------------------------------------------------------- + VERSION 1.72 (Released 2019-07-27) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): + - ImGuiCol_Column*, ImGuiSetCond_* enums. + - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions. + - IMGUI_ONCE_UPON_A_FRAME macro. + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names or equivalent features. +- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). +- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). + Kept redirection function (will obsolete). (#581, #324) + +Other Changes: + +- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or + until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are + passing under the mouse cursor. (#2604) +- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to + SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling: + // (Submit items..) + if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom.. + ImGui::SetScrollHereY(1.0f); // ..make last item fully visible +- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] +- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window + if ScrollMax is zero on the scrolling axis. + Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding + would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case + any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). +- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). +- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added + comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). +- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. +- Combo: Hide arrow when there's not enough space even for the square button. +- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522] +- TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). +- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column + would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) +- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x + worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset + the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666) +- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) +- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with + other column functions. (#2683) +- InputTextMultiline: Fixed vertical scrolling tracking glitch. +- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because + of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. +- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button + of ColorEdit3/ColorEdit4 functions to either side of the inputs. +- IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to + specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure + until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522] +- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() + returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() + when clicking the color button to open the picker popup. (#1875) +- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). +- Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger + within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed. +- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] +- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between + channel 0 and 1. (#2624) +- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, + also this type was added in 1.71 and not advertised as a public-facing feature). +- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. +- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. +- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name + of an enum value instead of the underlying integer value. +- Demo: Renamed the "Help" menu to "Tools" (more accurate). +- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. +- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. +- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), + because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly + enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added + equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) +- Backends: SDL2: Added ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. + (#2482, #2632) [@josiahmanson] +- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] + + +----------------------------------------------------------------------- + VERSION 1.71 (Released 2019-06-12) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71 + +Breaking Changes: + +- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). +- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). +- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now + performed as part of their parent window, avoiding the creation of an extraneous draw commands. + If you have overlapping child windows with decorations, and relied on their relative z-order to be + mapped to submission their order, this will affect your rendering. The optimization is disabled + if the parent window has no visual output because it appears to be the most common situation leading + to the creation of overlapping child windows. Please reach out if you are affected by this change! + +Other Changes: + +- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available + after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize + will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. + The exact meaning of ContentSize for decorated windows was previously ill-defined. +- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags. +- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar + appear for a single frame after the resize. +- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect + but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. +- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting + style.ItemInnerSpacing.x worth of trailing spacing. +- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple + times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). + It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. +- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and + after EndGroup(). (#2550, #1875) +- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) +- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple + options. (#2587, broken in 1.69 by #2384). +- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600) +- Scrollbar: Minor bounding box adjustment to cope with various border size. +- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14. +- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii] +- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading + to scrollbars appearing during the movement. +- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same + frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which + emits key release events when focusing another viewport, leading to Alt+clicking on void on another + viewport triggering the issue. (#2609) +- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using + horizontal scrolling. (#2211, #2579) +- TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback + loop with the horizontal contents size. +- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full + horizontal area (previously only worked with an explicit contents size). (#125) +- Columns: Fixed Separator from creating an extraneous draw command. (#125) +- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) +- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the + collapsing/docking button to the other side of the title bar. +- Style: Made window close button cross slightly smaller. +- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture. +- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices. + The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable + this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. (#2591) + This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not + support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field. +- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. + This is provided for convenience and consistency with VtxOffset. (#2591) +- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to + facilitate custom rendering back-ends passing local render-specific data to the draw callback. +- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine + with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat] +- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not + fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500] +- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. +- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are + dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] +- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] +- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes + (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. (#2591) +- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), + the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode + support. (#2538, #2541) + + +----------------------------------------------------------------------- + VERSION 1.70 (Released 2019-05-06) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70 + +Breaking Changes: + +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness + up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, + they will appear a little thicker now. (#2518) [@rmitton] +- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. + Kept inline redirection function. +- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required + during initialization to specify the number of in-flight image requested by swap chains. + (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] +- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely + on them but it is possible you have!). + +Other Changes: + +- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value + to request the renderer back-end to reset its render state. (#2037, #1639, #2452) + Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each + renderer code setting up initial render state has been moved to a function so it could be + called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw] +- InputText: Fixed selection background rendering one frame after the cursor movement when + first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] +- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) +- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted + if the back-end provided both Key and Character input. (#2467, #1336) +- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. + Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(), + generally referred to as the large framed+labeled items. Because the new SetNextItemWidth() + function is explicit we may later extend its effect to more items. +- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.) + with negative sizes if the 'width' argument was smaller than the available width at the time of item + submission. +- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries + by a few pixels (this is used to facilitate resizing from borders when available for a given window). + One of the noticeable minor side effect was that navigating menus would have had a tendency to disable + highlight from parent menu items earlier than necessary while approaching the child menu. +- Window: Close button is horizontally aligned with style.FramePadding.x. +- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. +- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530) +- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, + instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) + Among other things, this allows opening a popup while no window are focused, and pressing Escape to + clear the focus again. +- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level + (regression in 1.67). +- Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release + following the double-click. Only first mouse release + second mouse down (double-click) returns true. + Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) +- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) +- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. +- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] +- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) +- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125) +- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. +- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). +- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. +- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click + regardless of being covered by another window (it didn't honor correct hovering rules). (#2521) +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees + angles, also faster to output. (#2518) [@rmitton] +- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert + to using the ImGui::MemAlloc()/MemFree() calls directly. +- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. +- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. +- Demo: Improved trees in columns demo. +- Examples: OpenGL: Added a test GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized + GL function loaders early, and help users understand what they are missing. (#2421) +- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] +- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] +- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw] +- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. +- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) +- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). +- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam] +- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) +- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496) +- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] +- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] +- Examples: GLUT: Made io.DeltaTime always > 0. (#2430) +- Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010) + to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example, + which if existing and when switching to recent SDK ends up conflicting and creating warnings. + + +----------------------------------------------------------------------- + VERSION 1.69 (Released 2019-03-13) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.69 + +Breaking Changes: + +- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively + ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of + new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous. + Kept redirection enum values (will obsolete). (#2384) [@haldean] +- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391) + Other Changes: + +- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered + behind every other windows. (#2391, #545) +- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.) + We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011) +- Added InputTextWithHint() to display a description/hint in the text box when no text + has been entered. (#2400) [@Organic-Code, @ocornut] +- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. +- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) +- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true + when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875) +- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when + style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are + meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) +- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of + overflowing or underflowing the value. +- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID + is being swapped with an InputText that has yet to be activated. +- InputText: Fixed various display corruption related to swapping the underlying buffer while + a input widget is active (both for writable and read-only paths). Often they would manifest + when manipulating the scrollbar of a multi-line input text. +- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color + values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). + (#2383, #2384) [@haldean] +- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window + while dragging its title bar. (#2389) +- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never + reading the 4th float in the array (value was read and discarded). (#2384) [@haldean] +- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). +- TabBar: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371) +- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to + hard crashes any more, facilitating integration with scripting languages. (#1651) +- TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with + scrolling policy enabled) or if is currently appearing. +- TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where + the drag payload activate a tab. +- TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to + teleport the view when aiming at a tab far away the visible section, and otherwise accelerate + the scrolling speed to cap the scrolling time to 0.3 seconds. +- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting + below the lower point of the current clipping rectangle. This bug has been there since v1.0! + It was hardly noticeable but would affect the scrolling range, which in turn would affect + some scrolling request functions when called during the appearing frame of a window. +- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] +- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return. +- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return. +- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute + tree depth instead of a relative one. +- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". +- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403) +- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). +- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. +- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). +- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. + (This is particularly useful for the viewport branch because we are not supporting per-viewport + frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416) +- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] +- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN + even if the OpenGL headers/loader happens to define the value. (#2366, #2186) +- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] +- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394) + + +----------------------------------------------------------------------- + VERSION 1.68 (Released 2019-02-19) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.68 + +Breaking Changes: + +- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). +- 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 arbitrary small value! + +Other Changes: + - Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba] +- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale). + This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming + multi-viewport feature to behave on Retina display and with multiple displays. + If you are not using a custom binding, please update your render function code ahead of time, + and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676) +- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions + which are useful to implement variety of undo patterns. (#820, #956, #1875) - InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] - InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) +- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) + The way the redo/undo buffers work would have made it generally unnoticeable to the user. - Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value. - Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308) +- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351) +- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use. +- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame. +- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders. +- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean] +- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) + from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) +- RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). - Window: When resizing from an edge, the border is more visible and better follow the rounded corners. +- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) +- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very + small window, as well as reducing visual noise/overlap. +- ListBox: Better optimized when clipped / non-visible. +- InputTextMultiline: Better optimized when clipped / non-visible. +- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to + calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls + not align the same as a single call, and create mismatch between high-level size calculation and those performed + with the lower-level ImDrawList api. (#792) [@SlNPacifist] +- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) - ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" with a small number of segments (e.g. an hexagon). (#2287) [@baktery] - ImGuiTextBuffer: Added append() function (unformatted). @@ -47,26 +1102,38 @@ Other Changes: - ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo] - ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302) - Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] +- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut] +- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) + when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, + this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut] + Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale. +- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles. - Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. (#1951, #2087, #2156, #2232) [many people] -- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). +- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] +- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled). - Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) - Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230) +- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. +- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt] ----------------------------------------------------------------------- VERSION 1.67 (Released 2019-01-14) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.67 + Breaking Changes: - Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches. - Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark. The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names. -- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). +- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). Other Changes: + - Added BETA api for Tab Bar/Tabs widgets: (#261, #351) - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API. - Added ImGuiTabBarFlags flags for BeginTabBar(). @@ -121,6 +1188,8 @@ Other Changes: VERSION 1.66b (Released 2018-12-01) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66b + Other Changes: - Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() @@ -138,6 +1207,8 @@ Other Changes: VERSION 1.66 (Released 2018-11-22) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66 + Breaking Changes: - Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). @@ -197,6 +1268,8 @@ Other Changes: VERSION 1.65 (Released 2018-09-06) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.65 + Breaking Changes: - Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and @@ -221,6 +1294,8 @@ Other Changes: VERSION 1.64 (Released 2018-08-31) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.64 + Changes: - Moved README, CHANGELOG and TODO files to the docs/ folder. @@ -243,31 +1318,40 @@ Changes: VERSION 1.63 (Released 2018-08-29) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.63 + Breaking Changes: -- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). +- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. + Kept redirection enum (will obsolete). - Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time. -- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to enable the feature globally. (#1495) +- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to + enable the feature globally. (#1495) The feature is not currently enabled by default because it is not satisfying enough, but will eventually be. -- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. - Kept redirection types (will obsolete). -- InputText: Removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). +- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData + for consistency. Kept redirection types (will obsolete). +- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly). - Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). -- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to io.ConfigMacOSXBehaviors for consistency. (#1427, #473) +- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to + io.ConfigMacOSXBehaviors for consistency. (#1427, #473) - Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016. Other Changes: - ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). - ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly. -- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787) +- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming + Docking features. (#787) - Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787) - While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag. + While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the + ImGuiWindow_NoNavFocus flag. - Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909) -- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495) +- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from + the lower-left corner. (#1495) - Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well. -- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets. +- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool + returned by most widgets. It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034) - InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008). - InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback. @@ -328,13 +1412,18 @@ Other Changes: VERSION 1.62 (Released 2018-06-22) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.62 + Breaking Changes: -- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader(). - The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen. - In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) +- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. + The flag was already set by CollapsingHeader(). + The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without + ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from + your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly. -- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and discourage using the full set. (#1859) +- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and + discourage using the full set. (#1859) Other Changes: @@ -347,12 +1436,13 @@ Other Changes: before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc. - - The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are smaller and more reusable. - Integration of imgui into a new/custom engine may also be easier as there is less overlap between "windowing / inputs" and "rendering" code, - so you may study or grab one half of the code and not the other. - - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer - back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an - easy update path to support multi-viewports later (for future ImGui 1.7x). + - The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are + smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap + between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other. + - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work + from the Platform and Renderer back-ends, and the amount of redundancy across files was becoming too difficult to + maintain. If you use default back-ends, you'll benefit from an easy update path to support multi-viewports later + (for future ImGui 1.7x). - This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings, expect to have to reshuffle a few things. - Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together. @@ -365,26 +1455,36 @@ Other Changes: - Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787) - Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787) - ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826) -- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739) -- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143) -- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows. +- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, + and not clamped by viewport. (#1739) +- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip + from the target site. (#143) +- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX + instead of EndXXX, to not affect tooltips and child windows. - Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865). - InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787) -- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted). +- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, + but text won't be corrupted). - SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866) -- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869) -- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut] +- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful + for icon fonts. (#1869) +- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese + characters. (#1859) [@JX-Master, @ocornut] - Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut] - Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000] - Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64] - Examples: SDL+Vulkan: Added SDL+Vulkan example. - Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support. -- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end (will be fixed in Allegro 5.2.5+). +- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end + (will be fixed in Allegro 5.2.5+). - Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301) -- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, a good occasion since we refactored the code. +- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, + a good occasion since we refactored the code. - Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801) -- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888) -- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) +- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate + some uses. (#1888) +- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile + with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) - Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches. - Internals: PushItemFlag() flags are inherited by BeginChild(). @@ -393,47 +1493,64 @@ Other Changes: VERSION 1.61 (Released 2018-05-14) ----------------------------------------------------------------------- +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.61 + Breaking Changes: -- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. - If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. - To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. - If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to you find them. -- InputFloat(): 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). -- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard expectation and allows passing r-values. +- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally + any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, + giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your + codebase for e.g. "DragInt.*%f" to you find them. +- InputFloat(): 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). +- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard + expectation and allows passing r-values. Other Changes: - Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) - Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) - Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) -- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus displayed outside the safe area, etc.). +- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus + displayed outside the safe area, etc.). - Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760) - Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767) - Window: Fixed the default proportional item width lagging by one frame on resize. -- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) +- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating + feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) - Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741) -- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() to manually load/save .ini settings. (#923, #993) -- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() should be called. (#923, #993) -- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height has been growing would have the scroll clamped using the previous height. (#1804) -- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks] +- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() + to manually load/save .ini settings. (#923, #993) +- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() + should be called. (#923, #993) +- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height + has been growing would have the scroll clamped using the previous height. (#1804) +- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that + don't display all pixels. (#1439) [@dougbinks] - InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu] - InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise] - InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value. -- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision". - This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648) -- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this). +- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional + "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values + in scientific notation, and is generally more consistent with other API. + Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712) +- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing + in the same direction (keyboard/gamepad version already did this). - DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320) - DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011) -- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642) -- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. Added an assert than power-curve requires a min/max range. (~#642) +- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, + which allows for finer uses of %e %g etc. (#648, #642) +- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. + Added an assert than power-curve requires a min/max range. (~#642) - DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup. -- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced the range of valid integers). +- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced + the range of valid integers). - ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions(). - Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787) - Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439) -- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render a dummy/default glyph. Saves space and allow merging fonts with +- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render the default glyph. Saves space and allow merging fonts with overlapping font ranges such as FontAwesome5 which split out the Brands separately from the Solid fonts. (#1703, #1671) - Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769) - Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it easier to redefine wrappers for std/crt math functions. @@ -470,7 +1587,7 @@ Breaking Changes: - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. - Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. -- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer. +- Fonts: Changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. - Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). @@ -769,7 +1886,7 @@ Breaking Changes: - Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) - Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) - Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. -- Renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). +- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). Other Changes: @@ -1166,6 +2283,469 @@ Other Changes: - Various extra comments and clarification in the code. - Various other fixes and optimizations. + +----------------------------------------------------------------------- + VERSION 1.47 (2015-12-25) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.47 + +Changes: + +- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21) +- Added ProgressBar(). (#333) +- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374) +- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied. +- Added ImGuiIO::ClearInputCharacters() superfluous helper. +- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions + would occasionally restore an incorrect clipping rectangle. +- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged. +- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize, + and WindowPadding < DisplaySafeAreaPadding. +- Fixed border rendering in various situations when using non-pixel aligned glyphs. +- Fixed border rendering of windows to always contain the border within the window. +- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303) +- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled. +- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. +- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429) +- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing. +- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out + multiple item with different height on same line. (#414, #282) +- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list. +- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439) +- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380) +- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394) +- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125) +- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125) +- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125) +- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify. +- ImFontAtlas: Updated stb_rect_pack.h to 0.08. +- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed. +- Demo: Added a simple "Property Editor" demo applet. (#125, #414) +- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393) +- Demo: Lots of extra comments, fixes. +- Demo: Tweaks to Style Editor. +- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). +- Examples: Added /Zi (output debug information) to Win32 batch files. +- Examples: Various fixes for resizing window and recreating graphic context. +- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441). +- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411) +- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399) +- Examples: DirectX10: Added DirectX10 example. (#424) +- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420) +- Examples: DirectX11: Removed Debug flag from graphics context. (#415) +- Examples: Added SDL+OpenGL3 example. (#356) + + +----------------------------------------------------------------------- + VERSION 1.46 (2015-10-18) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.46 + +Changes: + +- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314) +- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag. +- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure. +- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading + from the ImGuiIO structure (to match MemAlloc/MemFree) +- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range. +- Fixed mouse click detection when passing DeltaTime 0.0. (#338) +- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame. +- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377) +- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316) +- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211) +- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size. +- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334) +- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339) +- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling. +- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360) +- InputFloat() fixed explicit precision modifier, both display and input were broken. +- PlotHistogram(): improved rendering of histogram with a lot of values. +- Dummy(): creates an item so functions such as IsItemHovered() can be used. +- BeginChildFrame() helper: added the extra_flags parameter. +- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355). +- Scrollbar: background color less translucent in default style so it works better when changing background color. +- Scrollbar: fixed minor rendering offset when borders are enabled. (#365) +- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318) +- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled. +- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1). +- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327) +- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348) +- ImGuiTextFilter::Draw() helper return bool and build when filter is modified. +- ImGuiTextBuffer: added c_str() helper. +- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373) +- ColorConvertFloat4ToU32() round the floats instead of truncating them. +- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates. +- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335) +- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326) +- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size. +- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises. +- Tools: binary_to_compressed_c.cpp: added -nocompress option. +- Examples: Added example for the Marmalade platform. +- Examples: Added batch files to build Windows examples with VS. +- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347) +- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles. + + +----------------------------------------------------------------------- + VERSION 1.45 (2015-09-01) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.45 + +Breaking Changes: + +- With the addition of better horizontal scrolling primitives I had to make some consistency fixes. + `GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()` + are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously. + It PROBABLY shouldn't break anything, but that depends on how you used them. Namely: + - If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem. + However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix. + - The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling. + Previously they were roughly interchangeable (roughly because the content region exclude window padding). + +Other Changes: + +- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246). +- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246). +- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which + define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived. +- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled. +- Added printf attribute to printf-like text formatting functions (Clang/GCC). +- Added GetMousePosOnOpeningCurrentPopup() helper. +- Added GetContentRegionAvailWidth() helper. +- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307). +- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311). +- ImDrawList: Allow to override ImDrawIdx type (#292). +- ImDrawList: Added an assert on overflowing index value (#292). +- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments. +- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287). +- Fixed Bullet() inconsistent layout behaviour when clipped. +- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup). +- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so. +- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack. +- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282). +- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282). +- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child. +- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned. +- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default. +- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border). +- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags. +- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279). +- Demo: Fixed incorrectly formed string passed to Combo (#298). +- Demo: Added simple Log demo. +- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246). +- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246) +- Metrics: display indices along with triangles count (#299) and some internal state. +- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer. +- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values. +- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness. +- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly. +- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299). +- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler. +- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11. +- Examples: iOS: fixed missing files in project. + + +----------------------------------------------------------------------- + VERSION 1.44 (2015-08-08) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.44 + +Breaking Changes: + +- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h. + Add the two extra .cpp to your project or #include them from another .cpp file. (#219) + +Other Changes: + +- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier + and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed + for forward-compatibility and code using those types/functions may occasionally break. (#219) +- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call + the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused. +- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()). +- Added ImGuiWindowFlags_NoInputs for totally input-passthru window. +- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels + before the right-most position of the contents region). +- InputTextMultiline(): honor negative size consistently with other widgets that do so. +- Combo() clamp popup to lower edge of visible area. +- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer. +- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format + string in InputInt* later). +- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual. +- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set. +- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd. +- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287) +- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason. +- ImDrawList: Added ImDrawList::AddText() shorthand helper. +- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288) +- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded + as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool. +- Build fix for MinGW (#276). +- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277). +- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278) +- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290). +- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert + with odd fonts (#280) + + +----------------------------------------------------------------------- + VERSION 1.43 (2015-07-17) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.43 + +Breaking Changes: + +- This is a rather important release and we unfortunately had to break the rendering API. + ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy. + Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles + using indices from the index buffer. +- If you 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. +- The signature of the io.RenderDrawListsFn handler has changed + From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data) + With: argument 'cmd_lists' -> 'draw_data->CmdLists' + argument 'cmd_lists_count' -> 'draw_data->CmdListsCount' + ImDrawList 'commands' -> 'CmdBuffer' + ImDrawList 'vtx_buffer' -> 'VtxBuffer' + ImDrawList n/a -> 'IdxBuffer' (new) + ImDrawCmd 'vtx_count' -> 'ElemCount' + ImDrawCmd 'clip_rect' -> 'ClipRect' + ImDrawCmd 'user_callback' -> 'UserCallback' + ImDrawCmd 'texture_id' -> 'TextureId' +- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index + the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade! + +Other Changes: + +- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133). + Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged + enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41. + Made some extra effort in making the code run faster in your typical Debug build. +- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains. +- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing. +- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke() + with optional anti-aliasing. +- ImDrawList: Added AddRectFilledMultiColor() helper. +- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged + back together (used by columns). +- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands. +- ImDrawList: Fixed window draw lists not destructed properly on Shutdown(). +- ImDrawData: Added DeIndexAllBuffers() helper. +- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure. + - Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH). + Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing. + - Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242). + - Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232). + - Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220). +- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization. +- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag. +- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag. +- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification. +- InputText: Fix for using END key on a multi-line text editor (#275) +- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125) +- Popups: Fixed Combo boxes inside menus. (#272) +- Style: Added GrabRounding setting to make the sliders etc. grabs rounded. +- Changed SameLine() parameters from int to float. +- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere(). +- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the + right-side of the header. +- Metrics window: calculate bounding box of actual vertices when hovering a draw list. +- Examples: Showing more information in the Fonts section. +- Examples: Added a gratuitous About window. +- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering. +- Examples: Fixed the SDL2 example to support Unicode text input (#274). + + +----------------------------------------------------------------------- + VERSION 1.42 (2015-07-08) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.42 + +Breaking Changes: + +- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete). +- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent, + because positions (e.g. cursor position) are not equivalent to scrolling amount. +- Removed obsolete GetDefaultFontData() function that would assert anyway. + If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11) + +Other Changes: + +- Added SDL2 example application (courtesy of @CedricGuillemet) +- Added iOS example application (courtesy of @joeld42) +- Added Allegro 5 example application (courtesy of @bggd) +- Added TitleBgActive color in style so focused window is made visible. (#253) +- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing. +- Added DragFloatRange2() DragIntRange2() helpers. (#76) +- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150) +- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150). +- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[]. +- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes. +- MenuItem() can be activated on release. (#245) +- Allowing NewFrame() with DeltaTime==0.0f to not assert. +- Fixed IsMouseDragging(). (#260) +- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is + a popup between mouse and the graph. +- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders. +- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257) +- Fixed text baseline alignment of small button (no padding) after regular buttons. +- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263) +- Fixed warnings for more pedantic compiler settings (#258). +- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize + lots of code. Yeah! (#262) +- ImDrawList: store pointer to their owner name for easier auditing/debugging. +- Examples: added scroll tracking example with SetScrollFromCursorPos(). +- Examples: metrics windows render clip rectangle when hovering over a draw call. +- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up. +- Added font links in extra_fonts/ + instructions for using compressed fonts in C array. + + +----------------------------------------------------------------------- + VERSION 1.41 (2015-06-26) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.41 + +Breaking Changes: + +- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent). + Only makes a difference when texture have transparency. +- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size). + Size override should be used very rarely so hopefully it doesn't affect many people. Sorry! + +Other Changes: + +- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather + big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option + for validating with Return or Ctrl+Return (#200). +- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking + outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked. +- Added GetGlyphRangesCyrillic() helper (#237). +- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249) +- Added IsWindowHovered() helper. +- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248) +- Allow Set*WindowSize() calls to be used with popups. +- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc. +- Window: fixed scrolling with mouse wheel while window was collapsed. +- Window: fixed mouse wheel scroll issues. +- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable. +- InputText(): lifted character count limit. +- InputText(): fixes in case of using per-window font scaling. +- Selectable(), MenuItem(): do not use frame rounding for hovering/selection. +- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups. +- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125). +- Combo(): Fixed issue with activating a Combo() not taking active id (#241). +- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used. +- BeginChildFrame(): returns bool like BeginChild() for clipping. +- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue. +- ImFont: ignoring '\r'. +- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent. +- ImFont: additional rendering optimizations. +- Metrics windows display storage size. + + +----------------------------------------------------------------------- + VERSION 1.40 (2015-05-31) +----------------------------------------------------------------------- + +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.40 + +Breaking Changes: + +- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus. + Use OpenPopup() to toggle the opened state and BeginPopup() to append.** +- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used, + some code will possibly break if you didn't rely on the default parameter. + Use PushButtonRepeat()/PopButtonRepeat() to configure repeat. +- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete) +- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete). + +Other Changes: + +- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of + widgets in them (buttons, text inputs, sliders, etc.). (#126) +- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state, + disabled mode. Menu items can be used in any window. +- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar. + They will work inside a normal window but it will be a bit unusual. +- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable). +- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar. +- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126). +- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click. +- Popups: Popups have borders by default (#197), attenuated border alpha in default theme. +- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving + in corners. Tooltip always tries to stay away from mouse-cursor. +- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*. +- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures). +- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click. +- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate. +- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button. +- Removed the third 'repeat' parameter of Button(). +- Added IsAnyItemHovered() helper. +- Added GetItemsLineHeightWithSpacing() helper. +- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly. +- Separator: within group start on group horizontal offset. (#205) +- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206) +- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214) +- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed + unless you trapped exceptions). +- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218) +- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window. +- Selectable: Handling text baseline alignment for line that aren't of text height. +- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets. +- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing, + should use the first line of the group, will implement in the future). +- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors. +- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false. +- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled. +- Plot: overlay label clipped within frame when not fitting. +- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions. +- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do). +- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font. +- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space. +- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have + child overlapping items in parent window. +- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name. + Allows a simple form of out-of-order appending. +- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant. +- Metrics: Added io.MetricsActiveWindows counter. (#213. +- Metrics: Added io.MetricsAllocs counter (number of active memory allocations). +- Metrics: ShowMetricsWindow() shows popups stack, allocations. +- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips). +- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). +- Style: Added style.ScrollbarRounding. (#212) +- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper. +- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222) +- ImVector: tweak growth strategy, matches vector from VS2010. +- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224) +- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224) +- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly. +- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses. +- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207) +- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed. +- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window. +- Examples: Added Menu-bar example. +- Examples: Added Simple Layout example. +- Examples: AutoResize demo doesn't use TextWrapped(). +- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example. +- Examples: DirectX9/11: Fixed key mapping for down arrow. +- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155) +- Examples: DirectX11: explicitly set rasterizer state. +- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229) +- Fixed build with Visual Studio 2008 (possibly earlier versions as well). +- Other fixes, comments, tweaks. + + ----------------------------------------------------------------------- For older version, see https://github.com/ocornut/imgui/releases diff --git a/src/libs/src/imgui/docs/README.md b/src/libs/src/imgui/docs/README.md index a6c4b416..476540de 100644 --- a/src/libs/src/imgui/docs/README.md +++ b/src/libs/src/imgui/docs/README.md @@ -1,58 +1,53 @@ -dear imgui +Dear ImGui ===== -[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui) -[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) +[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) -_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_ -Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: -
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui) +(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.) -Individuals/hobbyists: support continued maintenance and development via PayPal: -
  [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) +Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts: +
  _E-mail: contact @ dearimgui dot com_ -Businesses: support continued maintenance and development via support contracts or sponsoring: -
  _E-mail: omarcornut at gmail dot com_ +Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). -Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). +Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page. -Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. +---- -Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. +Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). -See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2265) pages to get an idea of its use cases. +Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. -Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine: -- imgui.cpp -- imgui.h -- imgui_demo.cpp -- imgui_draw.cpp -- imgui_widgets.cpp -- imgui_internal.h -- imconfig.h (empty by default, user-editable) -- imstb_rectpack.h -- imstb_textedit.h -- imstb_truetype.h +Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. -No specific build process is required. You can add the .cpp files to your project or #include them from an existing file. +| [Usage](#usage) - [How it works](#how-it-works) - [Releases](#releases) - [Demo](#demo) - [Integration](#integration) | +:----------------------------------------------------------: | +| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) | +| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | ### Usage -Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop: +**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.). + +**No specific build process is required**. You can add the .cpp files to your existing project. + +You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. + +**Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. + +After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: Code: ```cpp ImGui::Text("Hello, world %d", 123); if (ImGui::Button("Save")) -{ - // do stuff -} + MySaveFunction(); ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ``` Result: -
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png) -
_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_ +
![sample code output (dark)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0001.png) ![sample code output (light)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0002.png) +
_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px)_ Code: ```cpp @@ -88,243 +83,147 @@ ImGui::End(); Result:
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif) +Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. + ### How it works -Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. +Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. -Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. +Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase. _A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ -Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. +### Releases -Demo Binaries -------------- +See [Releases](https://github.com/ocornut/imgui/releases) page. -You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables) +### Demo -The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. +Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. -Bindings --------- - -Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation! - -_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ - -Languages: (third-party bindings) -- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages) -- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET) -- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript) -- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui) -- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui) -- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui) -- Java: [jimgui](https://github.com/ice1000/jimgui) -- JavaScript: [imgui-js](https://github.com/flyover/imgui-js) -- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings) -- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui) -- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas) -- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui) -- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) -- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui) -- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust) -- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui) - -Frameworks: -- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) -- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) -- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui) -- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551) -- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI) -- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml) -- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI) -- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src) -- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui) -- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c) -- ORX: [pr #1843](https://github.com/ocornut/imgui/pull/1843) -- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui) -- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html)) -- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort) -- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo) -- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) -- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer) -- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui) - -For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. - -Roadmap -------- -Some of the goals for 2019 are: -- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), public branch looking for feedback) -- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), public branch looking for feedback) -- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) -- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435)) -- Make Columns better. (they are currently pretty terrible!) -- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware. - -Gallery -------- -User screenshots: -
[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016) -
[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016) -
[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017) -
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017) -
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018) -
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018) -
[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019) -
[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 onward) -
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. - -Custom engine -[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) - -Custom engine -[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) - -Demo window ![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) -[Tracy Profiler](https://bitbucket.org/wolfpld/tracy) -![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png) +You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: +- [imgui-demo-binaries-20200918.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20200918.zip) (Windows, 1.78 WIP, built 2020/09/18, master branch) or [older demo binaries](https://www.dearimgui.org/binaries). -References ----------- +The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)). -The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. -- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html). -- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf). -- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/). -- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861). -- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k). -- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/). +### Integration -See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks. +On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so. -Support Forums --------------- +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!** -If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forums: https://discourse.dearimgui.org. +Officially maintained bindings (in repository): +- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal. +- Platforms: GLFW, SDL2, Win32, Glut, OSX. +- Frameworks: Emscripten, Allegro5, Marmalade. -For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. +Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): +- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... +- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, nCine, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets. +- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. -Frequently Asked Question (FAQ) -------------------------------- +Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. -**Where is the documentation?** +### Upcoming Changes -- The documentation is at the top of imgui.cpp + effectively imgui.h. -- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. -- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. -- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. -- Your programming IDE is your friend, find the type or function declaration to find comments associated to it. - -**Which version should I get?** +Some of the goals for 2020 are: +- Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch) +- Work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback) +- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) +- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957), in public [tables](https://github.com/ocornut/imgui/tree/tables) branch looking for feedback) +- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435)) +- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware. -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. +### Gallery -You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) branches. Even though they are marked beta, several projects are using them and they are kept in sync with master regularly. +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)! -**Who uses Dear ImGui?** +Custom engine +[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) pages for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can! +Custom engine +[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) -**Why the odd dual naming, "Dear ImGui" vs "ImGui"?** +[Tracy Profiler](https://bitbucket.org/wolfpld/tracy) +![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) -The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations. +### Support, Frequently Asked Questions (FAQ) -**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?** -
**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?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example)) -
**How can I interact with standard C++ types (such as std::string and std::vector)?** -
**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)** -
**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)** -
**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 disappearing when I move windows around..** -
**How can I help?** +See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered. -See the FAQ in imgui.cpp for answers. +See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. -**Can you create elaborate/serious tools with Dear ImGui?** +See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm. -Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. +If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org). -Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. +Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. -**Can you reskin the look of Dear ImGui?** +Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_). -You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged): +**Which version should I get?** -![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png) +We 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. -**Why using C++ (as opposed to C)?** +Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly. -Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. +**Who uses Dear ImGui?** -There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. This is designed for binding other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages. +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)! -Support dear imgui ------------------- +How to help +----------- **How can I help?** -- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues). +- You may participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues). - You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. -- Convince your company to financially support this project. +- Have your company financially support this project (please reach by e-mail) **How can I help financing further development of Dear ImGui?** -Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you! +See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page. -Individuals/hobbyists: support continued maintenance and development via the monthly Patreon: -
  [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui) - -Individuals/hobbyists: support continued maintenance and development via PayPal: -
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  _E-mail: omarcornut at gmail dot com_ +Sponsors +-------- -Ongoing dear imgui development is financially supported by users and private sponsors, recently: +Ongoing Dear ImGui development is financially supported by users and private sponsors, recently: -**Platinum-chocolate sponsors** -- **Blizzard Entertainment**. +*Platinum-chocolate sponsors* +- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/) -**Double-chocolate sponsors** -- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn. +*Double-chocolate and Salty caramel sponsors* +- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/) -**Salty caramel supporters** -- Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants. +From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors). -**Caramel supporters** -- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin. +**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** -And all other past and present supporters; THANK YOU! -(Please contact me if you would like to be added or removed from this list) +Dear ImGui is using software and services provided free of charge for open source projects: +- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis. +- [GitHub actions](https://github.com/features/actions) for continuous integration systems. +- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis. Credits ------- -Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). +Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (PS Vita). + +Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen). +A large portion of work on automation systems, regression tests and other features are currently unpublished. -I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it. +Omar: "I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it." Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license). -Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). +Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). -Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. +Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub. License ------- -Dear ImGui is licensed under the MIT License, see LICENSE for more information. +Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information. diff --git a/src/libs/src/imgui/docs/TODO.txt b/src/libs/src/imgui/docs/TODO.txt index a183e67c..b0cbe928 100644 --- a/src/libs/src/imgui/docs/TODO.txt +++ b/src/libs/src/imgui/docs/TODO.txt @@ -8,12 +8,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - doc/test: add a proper documentation+regression testing system (#435) - doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.). - doc/tips: tips of the day: website? applet in imgui_club? + - doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki + - window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #. - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass. - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify. - - window: allow resizing of child windows (possibly given min/max for each axis?.) - - window: background options for child windows, border option (disable rounding). - window: begin with *p_open == false could return false. - window: get size/pos helpers given names (see discussion in #249) - window: a collapsed window can be stuck behind the main menu bar? @@ -25,15 +25,27 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: investigate better auto-positioning for new windows. - - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. + - window: top most window flag? (#2574) + - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? + - window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together. + - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. + - window/child: background options for child windows, border option (disable rounding). + - window/child: allow resizing of child windows (possibly given min/max for each axis?.) - window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?). + - window/child: border could be emitted in parent as well. + - window/child: allow SetNextWindowContentSize() to work on child windows. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. + - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). + - window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) + ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. + - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - - scrolling/style: shadows on scrollable areas to denote that there is more contents + - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) - - drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering. + - drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) + ! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack. - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). - drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api @@ -42,38 +54,55 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now). - drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302) - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). + - drawlist: AddRect vs AddLine position confusing (#2441) + - drawlist: channel splitter should be external helper and not stored in ImDrawList. + - drawlist: Add quadratic bezier curves? (#3127) - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. + - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas. - - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them. - main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering. - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode? - - main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags. - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. - widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211) - - widgets: add always-allow-overlap mode. + - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery. - widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) - - widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) + - widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644) + - widgets: checkbox: checkbox with custom glyph inside frame. + - widgets: coloredit: keep reporting as active when picker is on? + - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. + - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. + - selectable: generic BeginSelectable()/EndSelectable() mechanism. + - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. + - input text: preserve scrolling when unfocused? - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: expose CursorPos in char filter event (#816) + - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009) - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active. - input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701) - input text: hover tooltip could show unclamped text - input text: option to Tab after an Enter validation. - input text: add ImGuiInputTextFlags_EnterToApply? (off #218) - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text. + - input text: add flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890) - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. - - input text: what's the easiest way to implement a nice IP/Mac address input editor? - - input text: Global callback system so user can plug in an expression evaluator easily. + - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor? + - input text: global callback system so user can plug in an expression evaluator easily. (#1691) + - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) + - input text: a way to preview completion (e.g. disabled text completing from the cursor) + - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. + - input text: a way for the user to provide syntax coloring. + - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. + - input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer. - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). - input text multi-line: support for cut/paste without selection (cut/paste the current line) - input text multi-line: line numbers? status bar? (follow up on #200) @@ -86,13 +115,19 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack. - layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner. - - layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items) + - layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395) - layout: horizontal layout helper (#97) - layout: horizontal flow until no space left (#404) - layout: more generic alignment state (left/right/centered) for single items? - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding. - - layout: BeginGroup() needs a border option. (~#1496) - layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284) + - layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size. + - layout: (R&D) local multi-pass layout mode. + - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access. + + - group: BeginGroup() needs a border option. (~#1496) + - group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable? + - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550) - columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125) - columns: add a conditional parameter to SetColumnOffset() (#513, #125) @@ -101,8 +136,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - columns: option to alternate background colors on odd/even scanlines. - columns: allow columns to recurse. - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them. + - columns: sizing is lossy when columns width is very small (default width may turn negative etc.) - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125) - - columns: flag to add horizontal separator above/below? + - columns: flag to add horizontal separator above/below) - columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets) !- color: the color conversion helpers/types are a mess and needs sorting out. @@ -120,32 +156,69 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.) - clipper: ability to disable the clipping through a simple flag/bool. - clipper: ability to run without knowing full count in advance. - - - splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) - - - dock: merge docking branch (#2109) - - dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code. - + - clipper: horizontal clipping support. (#2580) + + - separator: expose flags (#759) + - separator: take indent into consideration (optional) + - separator: width, thickness, centering (#1643) + - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) + + - docking: merge docking branch (#2109) + - docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304) + - docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8) + - docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode? + - docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions. + - docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished. + - docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized. + - docking: B~ central node resizing behavior incorrect. + - docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame. + - docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary) + - docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level? + - docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar) + - docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All + - docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes) + - docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts + - docking: B: resize grip drawn in host window typically appears under scrollbar. + - docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved? + - docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4) + - docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.) + - docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff. + - docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar() + - docking: B- tab bar: make selected tab always shows its full title? + - docking: B- hide close button on single tab bar? + - docking: B- nav: design interactions so nav controls can dock/undock + - docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?) + - docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node! + - docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button) + - docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104) + - docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs) + - docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker. + + - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work + - tabs: close button tends to overlap unsaved-document star + - tabs: consider showing the star at the same spot as the close button, like VS Code does. - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. - tabs: persistent order/focus in BeginTabBar() api (#261, #351) + - tabs: TabItem could honor SetNextItemWidth()? + - tabs: explicit api (even if internal) to cleanly manipulate tab order. + - tabs: Mouse wheel over tab bar could scroll? (#2702) - - ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc. - - - button: provide a button that looks framed. (?) - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - - image button: not taking an explicit id is odd. + - image button: not taking an explicit id can be problematic. (#2464, #1390) + - button: provide a button that looks framed. (?) + - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar) - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946) - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign) - slider: relative dragging? + precision dragging - slider: step option (#1183) - - slider style: fill % of the bar instead of positioning a drag. + - slider: style: fill % of the bar instead of positioning a drag. - knob: rotating knob widget (#942) - - drag float: power/logarithmic slider and drags are weird. (#1316) + - drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e) - drag float: up/down axis - - drag float: power != 0.0f with current value being outside the the range keeps the value stuck. + - drag float: power != 0.0f with current value being outside the range keeps the value stuck. - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - combo: use clipper: make it easier to disable clipper with a single flag. @@ -159,21 +232,25 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - listbox: user may want to initial scroll to focus on the one selected value? - listbox: expose hovered item for a basic ListBox - listbox: keyboard navigation. + - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681) - listbox: scrolling should track modified selection. + - listbox: future api should allow to enable horizontal scrolling (#2510) !- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) - - popups/modal: make modal title bar blink when trying to click outside the modal - - popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497) + - modals: make modal title bar blink when trying to click outside the modal + - modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups. - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331) - popups: clicking outside (to close popup) and holding shouldn't drag window below. - popups: add variant using global identifier similar to Begin/End (#402) - popups: border options. richer api like BeginChild() perhaps? (#197) + - popups: flags could be reworked to allow both mouse buttons as index (0..5 and as flags using higher-bit) allowing to or them. + - popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced. + - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. - - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse. - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) + - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers. - - menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207) - menus: menu bars inside modal windows are acting weird. - status-bar: add a per-window status bar helper similar to what menu-bar does. - shortcuts: local-style shortcut api, e.g. parse "&Save" @@ -181,141 +258,197 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - shortcuts: programmatically access shortcuts "Focus("&Save")) - menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin) - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. + - menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot). + - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column) - - text: selectable text (for copy) as a generic feature (ItemFlags?) - - text: proper alignment options in imgui_internal.h - - text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) - - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? - - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT - - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? - - - tree node / optimization: avoid formatting when clipped. - - tree node: tree-node/header right-most side doesn't take account of horizontal scrolling. - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits? - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node: tweak color scheme to distinguish headers from selected tree node (#581) - tree node: leaf/non-leaf highlight mismatch. + - tree node: flag to disable formatting and/or detect "%s" + - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?) - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) - - stb: add defines to disable stb implementations + - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair - style: better default styles. (#707) + - style: PushStyleVar: allow direct access to individual float X/Y elements. - style: add a highlighted text color (for headers, etc.) - style: border types: out-screen, in-screen, etc. (#447) - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc. - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation). - style: global scale setting. + - style: FramePadding could be different for up vs down (#584) - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223) - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners. - style editor: color child window height expressed in multiple of line height. - - log: LogButtons() options for specifying depth and/or hiding depth slider - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard) - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. + - log: obsolete LogButtons() all together. + - log: LogButtons() options for specifying depth and/or hiding depth slider + - log: enabling log ends up pushing and growing vertices buffersbecause we don't distinguish layout vs render clipping - filters: set a current filter that tree node can automatically query to hide themselves - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) + - drag and drop: fix/support/options for overlapping drag sources. - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) - - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. + - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 + - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143) - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) - drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637) - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem) - - drag and drop: test with reordering nodes (in a list, or a tree node). (#143) + - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143) - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration) - - drag and drop: make payload optional? (#143) - - drag and drop: feedback when hovering a modal (cursor?) - - node/graph editor (#306) + - drag and drop: allow for multiple payload types. (#143) + - drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143) + - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" + - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) + + - node/graph editors (#306) (also see https://github.com/ocornut/imgui/wiki#node-editors) - pie menus patterns (#434) - markup: simple markup language for color change? (#902) + - text: selectable text (for copy) as a generic feature (ItemFlags?) + - text: proper alignment options in imgui_internal.h + - text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #? + - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT + - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not + - text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.) + - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? + - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width. + - text/wrapped: custom separator for text wrapping. (#3002) + - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) + + - font: arbitrary line spacing. (#2945) - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype) - font: free the Alpha buffer if user only requested RGBA. !- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). + - font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding? - font: a CalcTextHeight() helper could run faster than CalcTextSize().y - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data + - font: remove ID from CustomRect registration, it seems unnecessary! + - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575) - font: PushFontSize API (#1018) - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? + - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs. - font/demo: demonstrate use of ImFontGlyphRangesBuilder. - font/atlas: add a missing Glyphs.reserve() - font/atlas: incremental updates - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier. - - font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point. - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise - font/draw: need to be able to specify wrap start position. - - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines) + - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349. + - font/draw: fix for drawing 16k+ visible characters in same call. + - font/draw: underline, squiggle line rendering helpers. - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line. - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) - - font: fix AddRemapChar() to work before font has been built. - - font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) + - font: fix AddRemapChar() to work before atlas has been built. + - font: support for unicode codepoints higher than 0xFFFF? (pr #2815) - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? + - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?) + - nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ? + ! nav: never clear NavId on some setup (e.g. gamepad centric) + - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. + - nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure. + - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" - nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). - - nav: patterns to make it possible for arrows key to update selection - - nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) + - nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch) + - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem - - nav: allow input system to be be more tolerant of io.DeltaTime=0.0f - - nav: ESC within a menu of a child window seems to exit the child window. - nav: NavFlattened: ESC on a flattened child should select something. - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. - nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..). - - nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) + - nav: simulate right-click or context activation? (SHIFT+F10) + - nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?). + - nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc. + - nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. - nav/menus: allow pressing Menu to leave a sub-menu. - - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) + - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar? - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it? - - nav: simulate right-click or context activation? (SHIFT+F10) - - nav: tabs should go through most/all widgets (in submission order?). - - nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. - - nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys. - - nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item? - - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. - - nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ? + - nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do? + - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition? + - nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab? + - nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. + - nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame) - focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787) + - viewport: make it possible to have no main/hosting viewport + - viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without + on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous. + - viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front. + - viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size) + - viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.) + - viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for. + - viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis? + - viewport: need to clarify how to use GetMousePos() from a user point of view. + - platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport. + - platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set + - platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it). + - platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32). + - inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors. - inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71) - inputs: support track pad style scrolling & slider edit. - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) + - inputs/scrolling: support for smooth scrolling (#2462, #2569) - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily. - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls. + - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost. + - misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960) - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: use more size_t in public api? - - - backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - - web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336) - - web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683) + - misc: possible compile-time support for wchar_t instead of char*? - remote: make a system like RemoteImGui first-class citizen/project (#75) - - demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users. + - demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users. + - demo: demonstrate using PushStyleVar() in more details. - demo: add vertical separator demo - demo: add virtual scrolling example? - demo: demonstrate Plot offset + - demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this + - examples: window minimize, maximize (#583) - examples: provide a zero frame-rate/idle example. - - examples: apple: example_apple should be using modern GL3. - - examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - - optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038) + - examples: dx11/dx12: try to use new swapchain blit models (#2970) + - backends: move to backends/ folder? + - backends: report it better when not able to create texture? + - backends: apple: example_apple should be using modern GL3. + - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) + - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) + - backends: opengl: could use a single vertex buffer and glBufferSubData for uploads? + - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. + - backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h + - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. + - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 + - backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + + - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) + + - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#1038) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering. diff --git a/src/libs/src/imgui/imconfig.h b/src/libs/src/imgui/imconfig.h index 825505bf..6b87dd6c 100644 --- a/src/libs/src/imgui/imconfig.h +++ b/src/libs/src/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 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 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. //----------------------------------------------------------------------------- @@ -14,26 +15,32 @@ #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. +//---- 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. //#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 -//---- 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 +//---- Disable all of Dear ImGui or don't implement standard windows. +// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. +//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. //#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_FUNCTIONS // [Win32] Won't use and link with any Win32 function. -//#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_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite 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(). //---- Include imgui_user.h at the end of imgui.h as a convenience @@ -42,6 +49,9 @@ //---- 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 full unicode code points. +//#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. //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" @@ -49,6 +59,10 @@ //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library. +// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +// #define IMGUI_USE_STB_SPRINTF + //---- 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. /* @@ -61,9 +75,31 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it. +//---- Use 32-bit vertex indices (default is 16-bit) 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-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) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), +// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/src/libs/src/imgui/imgui.cpp b/src/libs/src/imgui/imgui.cpp index 2e26ddcb..6c7ca4b8 100644 --- a/src/libs/src/imgui/imgui.cpp +++ b/src/libs/src/imgui/imgui.cpp @@ -1,18 +1,26 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.79 // (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/1269 +// 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/3488 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues // 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.org". +// 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 @@ -28,52 +36,47 @@ 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 - - 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? - - 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 an 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 HELPER/UTILITIES (Maths, String, Format, Hash, File functions) -// [SECTION] MISC HELPER/UTILITIES (ImText* functions) -// [SECTION] MISC HELPER/UTILITIES (Color 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] ERROR CHECKING +// [SECTION] LAYOUT +// [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION -// [SECTION] COLUMNS // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUG WINDOW @@ -91,14 +94,13 @@ 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. - 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. @@ -130,15 +132,15 @@ CODE PROGRAMMER GUIDE ================ - READ FIRST: - - - Read the FAQ below this section! + READ FIRST + ---------- + - Remember to read the FAQ (https://www.dearimgui.org/faq) - 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. - 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 the FAQ. - 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, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. @@ -152,8 +154,9 @@ 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: + 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. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. @@ -162,21 +165,26 @@ CODE 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. - 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). - - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating imgui types with your own maths types. + - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder. + - Add the Dear ImGui source files + selected back-end 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). + - 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 informatioe are stored into command-lists that you will retrieve after calling ImGui::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. - 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 BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder). + The sub-folders in examples/ contains examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -185,7 +193,7 @@ 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 bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -211,8 +219,7 @@ CODE ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); - HOW A SIMPLE APPLICATION MAY LOOK LIKE: - EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -229,7 +236,7 @@ CODE // At this point you've got the texture data and you need to upload that your 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; @@ -246,16 +253,16 @@ CODE io.MouseDown[1] = my_mouse_buttons[1]; // 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 imgui everywhere) + // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here ImGui::Text("Hello, world!"); - MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); - MyGameRender(); // may use any ImGui functions as well! + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! - // Render imgui, swap buffers - // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code) + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) ImGui::EndFrame(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); @@ -266,7 +273,14 @@ 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 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 bindings in impl_impl_XXX.cpp files contains many working implementations of a rendering function. void void MyImGuiRenderFunction(ImDrawData* draw_data) { @@ -277,8 +291,8 @@ CODE for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; @@ -289,7 +303,7 @@ CODE else { // The texture for the draw call is specified by pcmd->TextureId. - // The vast majority of draw calls will use the imgui texture atlas, which value you have set yourself during initialization. + // 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); // We are using scissoring to clip some objects. All low-level graphics API should supports it. @@ -304,7 +318,7 @@ CODE 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)); // 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. + // 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, vtx_buffer); } idx_buffer += pcmd->ElemCount; @@ -312,18 +326,22 @@ CODE } } - - 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 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. + - 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: + - 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: - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). @@ -335,15 +353,6 @@ CODE - 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: - - 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. - Mouse: - PS4 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. @@ -364,8 +373,80 @@ 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. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + (Docking/Viewport Branch) + - 2020/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + - 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. + + + - 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 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 were 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 the 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, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 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 an arbitrary 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. Keep redirection typedef (will obsolete). + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. @@ -384,8 +465,9 @@ CODE - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). - old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant. + 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. - 2018/06/06 (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. @@ -432,9 +514,12 @@ CODE - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (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)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! @@ -442,14 +527,14 @@ CODE - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete). - - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. - - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))' + - changed prototype of 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. @@ -458,14 +543,9 @@ CODE - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. - If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. - 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 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. @@ -524,14 +604,13 @@ 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->TexId = 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 set io.Fonts->TexID. + - 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 @@ -545,390 +624,119 @@ CODE - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - ====================================== - - Q: How can I tell whether to dispatch mouse/keyboard to 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: - - 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_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.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. - - Here's a simplified OpenGL example using stb_image.h: - - // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: - #define STB_IMAGE_IMPLEMENTATION - #include - [...] - int my_image_width, my_image_height; - unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); - - // Turn the RGBA pixel data into an OpenGL texture: - GLuint my_opengl_texture; - glGenTextures(1, &my_opengl_texture); - glBindTexture(GL_TEXTURE_2D, my_opengl_texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); - - // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: - ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); - - C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / 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 ImTexture / 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: How can I have multiple widgets with the same label or with an empty label? - Q: I have multiple widgets with the same label, and only the first one works. Why is that? - 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: + 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++. + - Run the examples/ and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated to it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.org/faq for details. + + Q&A: Integration + ================ - 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(); + Q: How to get started? + A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. - - Tree nodes implicitly creates a scope for you by calling PushID(). + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. - 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(); - } + 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 - - 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&A: Usage + ---------- + 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? + 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? - 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. passsing glm::vec2 to ImGui functions instead of ImVec2. + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.org/faq - 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&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? - 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.) - 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 = 3; - config.OversampleV = 1; - config.GlyphOffset.y -= 2.0f; // Move everything by 2 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. + >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md - 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::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows. - - 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&A: Concerns + ============= - 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: Who uses Dear ImGui? + 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: 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.org" 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. + - 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/3488). 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! - */ +//------------------------------------------------------------------------- +// [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" -#include // toupper, isprint +// System includes +#include // toupper #include // vsnprintf, sscanf, printf #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t @@ -936,34 +744,62 @@ CODE #include // intptr_t #endif -// Debug options -#define IMGUI_DEBUG_NAV_SCORING 0 -#define IMGUI_DEBUG_NAV_RECTS 0 +// [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 #endif // Clang/GCC warnings with -Weverything -#ifdef __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 it. -#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 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 "-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 #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' @@ -971,11 +807,14 @@ CODE #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#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 @@ -983,57 +822,83 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time // 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(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. +static const float DOCKING_SPLITTER_SIZE = 2.0f; //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS //------------------------------------------------------------------------- static void SetCurrentWindow(ImGuiWindow* window); -static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond); -static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond); -static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); 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 AddWindowToDrawData(ImVector* out_list, ImGuiWindow* window); 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); 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 NavUpdateWindowingList(); +static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); -static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static void NavUpdateInitResult(); +static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); -static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); +static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); -static void NavSaveLastChildNavWindow(ImGuiWindow* nav_window); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static int FindWindowFocusIndex(ImGuiWindow* window); + +// Error Checking +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write); // Misc +static void UpdateSettings(); static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); -static void RenderOuterBorders(ImGuiWindow* window, int border_held); +static void UpdateTabFocus(); +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, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void EndFrameDrawDimmedBackgrounds(); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void UpdateSelectWindowViewport(ImGuiWindow* window); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); } @@ -1075,17 +940,18 @@ static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = 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 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 = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows @@ -1097,20 +963,26 @@ ImGuiStyle::ImGuiStyle() ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) 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 - ScrollbarSize = 16.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + 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. - 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 back-end to render with bilinear filtering. + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleSegmentMaxError = 1.60f; // 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); @@ -1127,7 +999,6 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) PopupRounding = ImFloor(PopupRounding * scale_factor); FramePadding = ImFloor(FramePadding * scale_factor); FrameRounding = ImFloor(FrameRounding * scale_factor); - TabRounding = ImFloor(TabRounding * scale_factor); ItemSpacing = ImFloor(ItemSpacing * scale_factor); ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); @@ -1137,6 +1008,9 @@ 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); @@ -1146,12 +1020,13 @@ ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); + IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here. // Settings ConfigFlags = ImGuiConfigFlags_None; BackendFlags = ImGuiBackendFlags_None; DisplaySize = ImVec2(-1.0f, -1.0f); - DeltaTime = 1.0f/60.0f; + DeltaTime = 1.0f / 60.0f; IniSavingRate = 5.0f; IniFilename = "imgui.ini"; LogFilename = "imgui_log.txt"; @@ -1159,7 +1034,7 @@ ImGuiIO::ImGuiIO() MouseDoubleClickMaxDist = 6.0f; for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; - KeyRepeatDelay = 0.250f; + KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; @@ -1168,9 +1043,21 @@ ImGuiIO::ImGuiIO() FontDefault = NULL; FontAllowUserScaling = false; DisplayFramebufferScale = ImVec2(1.0f, 1.0f); - DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f); - // Miscellaneous configuration options + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; #ifdef __APPLE__ ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag #else @@ -1179,6 +1066,7 @@ ImGuiIO::ImGuiIO() ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; @@ -1186,8 +1074,6 @@ 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; @@ -1205,9 +1091,39 @@ ImGuiIO::ImGuiIO() // 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 -void ImGuiIO::AddInputCharacter(ImWchar c) +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + if (c != 0) + InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { - InputQueueCharacters.push_back(c); + if (c == 0 && InputQueueSurrogate == 0) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang) + cp = IM_UNICODE_CODEPOINT_INVALID; + else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); + InputQueueSurrogate = 0; + } + InputQueueCharacters.push_back(cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) @@ -1216,7 +1132,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c > 0 && c <= 0xFFFF) + if (c != 0) InputQueueCharacters.push_back((ImWchar)c); } } @@ -1227,9 +1143,77 @@ void ImGuiIO::ClearInputCharacters() } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- +ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau() + 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 = ImBezierCalc(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 BezierClosestPointCasteljauStep(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; + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + BezierClosestPointCasteljauStep(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 ImBezierClosestPointCasteljau(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; + BezierClosestPointCasteljauStep(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; @@ -1278,6 +1262,10 @@ 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) { @@ -1295,7 +1283,7 @@ int ImStrnicmp(const char* str1, const char* str2, size_t count) void ImStrncpy(char* dst, const char* src, size_t count) { - if (count < 1) + if (count < 1) return; if (count > 1) strncpy(dst, src, count - 1); @@ -1305,7 +1293,7 @@ void ImStrncpy(char* dst, const char* src, size_t count) char* ImStrdup(const char* str) { size_t len = strlen(str); - void* buf = ImGui::MemAlloc(len + 1); + void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } @@ -1315,8 +1303,8 @@ char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) size_t src_size = strlen(src) + 1; if (dst_buf_size < src_size) { - ImGui::MemFree(dst); - dst = (char*)ImGui::MemAlloc(src_size); + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); if (p_dst_size) *p_dst_size = src_size; } @@ -1331,7 +1319,7 @@ 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++) n++; return n; @@ -1389,15 +1377,25 @@ 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" +#include "stb_sprintf.h" #endif #if defined(_MSC_VER) && !defined(vsnprintf) @@ -1436,12 +1434,12 @@ 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 // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. -static const ImU32 GCrc32LookupTable[256] = +static const ImU32 GCrc32LookupTable[256] = { 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, @@ -1480,27 +1478,27 @@ 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, size_t data_size, ImU32 seed) +ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) { seed = ~seed; ImU32 crc = seed; - const unsigned char* src = (const unsigned char*)data; + const unsigned char* data = (const unsigned char*)data_p; const ImU32* crc32_lut = GCrc32LookupTable; if (data_size != 0) { while (data_size-- != 0) { - unsigned char c = *src++; - if (c == '#' && src[0] == '#' && src[1] == '#') + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } } else { - while (unsigned char c = *src++) + while (unsigned char c = *data++) { - if (c == '#' && src[0] == '#' && src[1] == '#') + if (c == '#' && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } @@ -1508,58 +1506,73 @@ ImU32 ImHashStr(const char* data, 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 ImGui::MemAlloc(), must be freed by user using 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) { 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 && file_open_mode); + 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 = ImGui::MemAlloc(file_size + padding_bytes); + 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); - ImGui::MemFree(file_data); + ImFileClose(f); + IM_FREE(file_data); return NULL; } if (padding_bytes > 0) 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; @@ -1570,7 +1583,7 @@ 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. +// Convert UTF-8 to 32-bit character, process single character input. // Based on stb_from_utf8() from github.com/nothings/stb/ // We handle UTF-8 decoding error by skipping forward. int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) @@ -1585,7 +1598,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xe0) == 0xc0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // 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); @@ -1596,7 +1609,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xf0) == 0xe0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // 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 @@ -1610,7 +1623,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* } if ((*str & 0xf8) == 0xf0) { - *out_char = 0xFFFD; // will be invalid but not end of string + *out_char = IM_UNICODE_CODEPOINT_INVALID; // 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; @@ -1624,6 +1637,8 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* c += (*str++ & 0x3f); // utf-8 encodings of values used in surrogate pairs are invalid if ((c & 0xFFFFF800) == 0xD800) return 4; + // If codepoint does not fit in ImWchar, use replacement character U+FFFD instead + if (c > IM_UNICODE_CODEPOINT_MAX) c = IM_UNICODE_CODEPOINT_INVALID; *out_char = c; return 4; } @@ -1635,14 +1650,13 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha { ImWchar* buf_out = buf; ImWchar* buf_end = buf + buf_size; - while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; - 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) @@ -1659,8 +1673,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); if (c == 0) break; - if (c < 0x10000) - char_count++; + char_count++; } return char_count; } @@ -1680,11 +1693,15 @@ 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) return 0; buf[0] = (char)(0xf0 + (c >> 18)); @@ -1693,29 +1710,23 @@ 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; } // 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) { if (c < 0x80) return 1; if (c < 0x800) return 2; - if (c >= 0xdc00 && c < 0xe000) return 0; - if (c >= 0xd800 && c < 0xdc00) return 4; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; return 3; } @@ -1723,13 +1734,13 @@ int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWch { 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) + while (buf_out < 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; else - buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c); + buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c); } *buf_out = 0; return (int)(buf_out - buf); @@ -1750,13 +1761,22 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e } //----------------------------------------------------------------------------- -// [SECTION] MISC HELPER/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; + float s = 1.0f / 255.0f; return ImVec4( ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, @@ -1807,7 +1827,7 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& return; } - h = ImFmod(h, 1.0f) / (60.0f/360.0f); + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); int i = (int)h; float f = h - (float)i; float p = v * (1.0f - s); @@ -1825,53 +1845,21 @@ 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 //----------------------------------------------------------------------------- // std::lower_bound but without the bullshit -static ImGuiStorage::Pair* LowerBound(ImVector& data, ImGuiID key) +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) { - ImGuiStorage::Pair* first = data.Data; - ImGuiStorage::Pair* last = data.Data + data.Size; + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; size_t count = (size_t)(last - first); while (count > 0) { size_t count2 = count >> 1; - ImGuiStorage::Pair* mid = first + count2; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; if (mid->key < key) { first = ++mid; @@ -1893,18 +1881,18 @@ void ImGuiStorage::BuildSortByKey() static int IMGUI_CDECL PairCompareByID(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 Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1; - if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1; + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; return 0; } }; if (Data.Size > 1) - ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_i; @@ -1917,7 +1905,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_f; @@ -1925,7 +1913,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return NULL; return it->val_p; @@ -1934,9 +1922,9 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const // References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } @@ -1947,27 +1935,27 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_i = val; @@ -1980,10 +1968,10 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val) void ImGuiStorage::SetFloat(ImGuiID key, float val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_f = val; @@ -1991,10 +1979,10 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val) void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_p = val; @@ -2028,16 +2016,14 @@ ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) bool ImGuiTextFilter::Draw(const char* label, float width) { if (width != 0.0f) - ImGui::PushItemWidth(width); + ImGui::SetNextItemWidth(width); bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); - if (width != 0.0f) - ImGui::PopItemWidth(); if (value_changed) Build(); return value_changed; } -void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) const +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const { out->resize(0); const char* wb = b; @@ -2046,25 +2032,25 @@ void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) { if (*we == separator) { - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); wb = we + 1; } we++; } if (wb != we) - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); } void ImGuiTextFilter::Build() { Filters.resize(0); - TextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); input_range.split(',', &Filters); CountGrep = 0; for (int i = 0; i != Filters.Size; i++) { - TextRange& f = Filters[i]; + ImGuiTextRange& f = Filters[i]; while (f.b < f.e && ImCharIsBlankA(f.b[0])) f.b++; while (f.e > f.b && ImCharIsBlankA(f.e[-1])) @@ -2086,19 +2072,19 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const for (int i = 0; i != Filters.Size; i++) { - const TextRange& f = Filters[i]; + const ImGuiTextRange& f = Filters[i]; if (f.empty()) continue; if (f.b[0] == '-') { // Subtract - if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL) + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) return false; } else { // Grep - if (ImStristr(text, text_end, f.begin(), f.end()) != NULL) + if (ImStristr(text, text_end, f.b, f.e) != NULL) return true; } } @@ -2181,93 +2167,406 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper -// This is currently not as flexible/powerful as it should be, needs some rework (see TODO) +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- -static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) +// 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 +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (window->SkipItems) + { + *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) + unclipped_rect.Add(g.NavScoringRect); + if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) + unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); + + 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); + + // 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) + start--; + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} + +static void SetCursorPosYAndSetupForPrevLine(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 4th step to display the last item in a regular manner. - ImGui::SetCursorPosY(pos_y); - ImGuiWindow* window = ImGui::GetCurrentWindow(); - 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 - GImGui->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 (window->DC.ColumnsSet) - window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + 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) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); + ItemsCount = -1; } -// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 +ImGuiListClipper::~ImGuiListClipper() +{ + IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?"); +} + +// 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) { - StartPosY = ImGui::GetCursorPosY(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; - ItemsCount = count; + ItemsCount = items_count; StepNo = 0; - DisplayEnd = DisplayStart = -1; - if (ItemsHeight > 0.0f) - { - ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display - if (DisplayStart > 0) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor - StepNo = 2; - } + DisplayStart = -1; + DisplayEnd = 0; } void ImGuiListClipper::End() { - if (ItemsCount < 0) + if (ItemsCount < 0) // Already ended 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 + if (ItemsCount < INT_MAX && DisplayStart >= 0) + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); ItemsCount = -1; StepNo = 3; } bool ImGuiListClipper::Step() { - if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Reached end of list + if (DisplayEnd >= ItemsCount || window->SkipItems) { - ItemsCount = -1; + End(); return false; } - 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. + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + if (StepNo == 0) { - DisplayStart = 0; - DisplayEnd = 1; - StartPosY = ImGui::GetCursorPosY(); - StepNo = 1; - return true; + StartPosY = window->DC.CursorPos.y; + if (ItemsHeight <= 0.0f) + { + // Submit the first item so we can measure its height (generally it is 0..1) + DisplayStart = 0; + DisplayEnd = 1; + StepNo = 1; + return true; + } + + // Already has item height (given by user in Begin): skip to calculating step + DisplayStart = DisplayEnd; + StepNo = 2; } - 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. + + // Step 1: the clipper infer height from first element + if (StepNo == 1) { - if (ItemsCount == 1) { ItemsCount = -1; return false; } - float items_height = ImGui::GetCursorPosY() - 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; - return true; + IM_ASSERT(ItemsHeight <= 0.0f); + ItemsHeight = window->DC.CursorPos.y - StartPosY; + IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + StepNo = 2; } - 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 2: calculate the actual range of elements to display, and position the cursor before the first element + if (StepNo == 2) { - IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); + IM_ASSERT(ItemsHeight > 0.0f); + + int already_submitted = DisplayEnd; + ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd); + DisplayStart += already_submitted; + DisplayEnd += already_submitted; + + // Seek cursor + if (DisplayStart > already_submitted) + SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); + StepNo = 3; 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. - End(); - return false; + + // 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. + if (StepNo == 3) + { + // Seek cursor + if (ItemsCount < INT_MAX) + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + ItemsCount = -1; + return false; + } + + IM_ASSERT(0); + 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.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) + { + 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) { ((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.StyleModifiers.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_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) @@ -2370,6 +2669,87 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons LogRenderedText(&pos_min, text, text_display_end); } + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const char* text_end_ellipsis = NULL; + + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) + { + ellipsis_char = (ImWchar)'.'; + ellipsis_char_count = 3; + } + const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); + + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + + if (ellipsis_char_count > 1) + { + // Full ellipsis size without free spacing after it. + const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + } + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + float ellipsis_x = pos_min.x + text_size_clipped_x; + if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) + for (int i = 0; i < ellipsis_char_count; i++) + { + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); + ellipsis_x += ellipsis_glyph_width; + } + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + // Render a rectangle shaped with optional rounding and borders void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) { @@ -2379,7 +2759,7 @@ 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 + 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); } } @@ -2391,71 +2771,11 @@ 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 + 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); } } -// 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(ImVec2 p_min, ImGuiDir dir, float scale) -{ - ImGuiContext& g = *GImGui; - - const float h = g.FontSize * 1.00f; - float r = h * 0.40f * scale; - ImVec2 center = p_min + 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; - } - - g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); -} - -void ImGui::RenderBullet(ImVec2 pos) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 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; @@ -2474,11 +2794,11 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl { const float THICKNESS = 2.0f; const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); + display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 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, ImDrawCornerFlags_All, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } @@ -2497,12 +2817,16 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(&context->DrawListSharedData) { Name = ImStrdup(name); - ID = ImHashStr(name, 0); + ID = ImHashStr(name); IDStack.push_back(ID); - Flags = ImGuiWindowFlags_None; + Flags = FlagsPreviousFrame = ImGuiWindowFlags_None; + Viewport = NULL; + ViewportId = 0; + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); Pos = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f); - SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f); + ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); WindowPadding = ImVec2(0.0f, 0.0f); WindowRounding = 0.0f; WindowBorderSize = 0.0f; @@ -2514,6 +2838,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); ScrollbarSizes = ImVec2(0.0f, 0.0f); ScrollbarX = ScrollbarY = false; + ViewportOwned = false; Active = WasActive = false; WriteAccessed = false; Collapsed = false; @@ -2521,28 +2846,35 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) SkipItems = false; Appearing = false; Hidden = false; + IsFallbackWindow = false; HasCloseButton = false; + ResizeBorderHeld = -1; BeginCount = 0; BeginOrderWithinParent = -1; BeginOrderWithinContext = -1; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; - AutoFitOnlyGrows = false; AutoFitChildAxises = 0x00; + AutoFitOnlyGrows = false; AutoPosLastDirection = ImGuiDir_None; - HiddenFramesRegular = HiddenFramesForResize = 0; - SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used. + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; ItemWidthDefault = 0.0f; - FontWindowScale = 1.0f; - SettingsIdx = -1; + FontWindowScale = FontDpiScale = 1.0f; + SettingsOffset = -1; DrawList = &DrawListInst; DrawList->_OwnerName = Name; ParentWindow = NULL; RootWindow = NULL; + RootWindowDockStop = NULL; RootWindowForTitleBarHighlight = NULL; RootWindowForNav = NULL; @@ -2550,9 +2882,14 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) NavRectRel[0] = NavRectRel[1] = ImRect(); NavLastChildNavWindow = NULL; - FocusIdxAllCounter = FocusIdxTabCounter = -1; - FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX; - FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX; + MemoryCompacted = false; + MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; + + DockNode = DockNodeAsHost = NULL; + DockId = 0; + DockTabItemStatusFlags = ImGuiItemStatusFlags_None; + DockOrder = -1; + DockIsActive = DockTabIsVisible = DockTabWantClose = false; } ImGuiWindow::~ImGuiWindow() @@ -2560,7 +2897,7 @@ ImGuiWindow::~ImGuiWindow() IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); for (int i = 0; i != ColumnsStorage.Size; i++) - ColumnsStorage[i].~ImGuiColumnsSet(); + ColumnsStorage[i].~ImGuiColumns(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) @@ -2568,6 +2905,10 @@ 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); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif return id; } @@ -2576,19 +2917,56 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); +#endif 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 id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif + return id; } ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) { ImGuiID seed = IDStack.back(); - return ImHashData(&ptr, sizeof(void*), seed); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); +#endif + return id; } // This is only used in rare/specific situations to manufacture an ID out of nowhere. @@ -2609,23 +2987,34 @@ static void SetCurrentWindow(ImGuiWindow* window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } -void ImGui::SetNavID(ImGuiID id, int nav_layer) +// 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) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow); - IM_ASSERT(nav_layer == 0 || nav_layer == 1); - g.NavId = id; - g.NavWindow->NavLastIds[nav_layer] = id; + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemFlagsStack.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); + window->DC.GroupStack.clear(); } -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer); - g.NavWindow->NavRectRel[nav_layer] = rect_rel; - g.NavMousePosDirty = true; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; } void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) @@ -2635,7 +3024,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (g.ActiveIdIsJustActivated) { g.ActiveIdTimer = 0.0f; - g.ActiveIdHasBeenEdited = false; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; if (id != 0) { g.LastActiveId = id; @@ -2643,43 +3033,26 @@ 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); - 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.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; } void ImGui::ClearActiveID() { - SetActiveID(0, NULL); + SetActiveID(0, NULL); // g.ActiveId = 0; } void ImGui::SetHoveredID(ImGuiID id) @@ -2714,7 +3087,8 @@ void ImGui::MarkItemEdited(ImGuiID id) IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); - g.ActiveIdHasBeenEdited = true; + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; } @@ -2735,82 +3109,11 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla 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.CurrentLineSize.y, size.y); - const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, 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 = ImVec2(window->DC.CursorPos.x + size.x, 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.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 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) - 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); - } - - window->DC.LastItemId = id; - window->DC.LastItemRect = bb; - window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0) - ImGuiTestEngineHook_ItemAdd(&g, 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] + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindow != g.MovingWindow->RootWindow) + return false; - // 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; } @@ -2842,7 +3145,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; - // Test if interactions on this window are blocked by an active popup or modal + // 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; @@ -2850,8 +3154,9 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; - // Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case. - if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) + // 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 ((window->DC.LastItemId == window->ID || window->DC.LastItemId == window->MoveId) && window->WriteAccessed) return false; return true; } @@ -2870,12 +3175,31 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; - if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + if (g.NavDisableMouseHover) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + { + g.HoveredIdDisabled = true; return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + 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) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } - SetHoveredID(id); return true; } @@ -2884,32 +3208,54 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) - if (id == 0 || id != g.ActiveId) + if (id == 0 || (id != g.ActiveId && id != g.NavId)) if (clip_even_when_logged || !g.LogEnabled) return true; return false; } -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop) +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + window->DC.LastItemId = item_id; + window->DC.LastItemStatusFlags = item_flags; + window->DC.LastItemRect = item_rect; +} + +// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { ImGuiContext& g = *GImGui; + // Increment counters const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->FocusIdxAllCounter++; + window->DC.FocusCounterRegular++; if (is_tab_stop) - window->FocusIdxTabCounter++; + window->DC.FocusCounterTabStop++; - // Process keyboard input at this point: 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 (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)) - window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (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. + // 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 && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) + { + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (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. + } - if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent) - return true; - if (is_tab_stop && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent) + // Handle focus requests + if (g.FocusRequestCurrWindow == window) { - g.NavJustTabbedId = id; - return true; + if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) + return true; + if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) + { + 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; @@ -2917,21 +3263,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop void ImGui::FocusableItemUnregister(ImGuiWindow* window) { - window->FocusIdxAllCounter--; - window->FocusIdxTabCounter--; -} - -ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y) -{ - ImGuiContext& g = *GImGui; - ImVec2 content_max; - if (size.x < 0.0f || size.y < 0.0f) - content_max = g.CurrentWindow->Pos + GetContentRegionMax(); - if (size.x <= 0.0f) - size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x; - if (size.y <= 0.0f) - size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y; - return size; + window->DC.FocusCounterRegular--; + window->DC.FocusCounterTabStop--; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -2939,15 +3272,26 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) if (wrap_pos_x < 0.0f) return 0.0f; - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetContentRegionMax().x + window->Pos.x; + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } else if (wrap_pos_x > 0.0f) + { wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } return ImMax(wrap_pos_x - pos.x, 1.0f); } +// IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) @@ -2955,6 +3299,7 @@ void* ImGui::MemAlloc(size_t size) return GImAllocatorAllocFunc(size, GImAllocatorUserData); } +// IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { if (ptr) @@ -2965,13 +3310,15 @@ void ImGui::MemFree(void* ptr) const char* ImGui::GetClipboardText() { - return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; } void ImGui::SetClipboardText(const char* text) { - if (GImGui->IO.SetClipboardTextFn) - GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); } const char* ImGui::GetVersion() @@ -2979,7 +3326,7 @@ const char* ImGui::GetVersion() return IMGUI_VERSION; } -// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself // Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module ImGuiContext* ImGui::GetCurrentContext() { @@ -2995,20 +3342,6 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -// Helper function to 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. you may see different structures from what imgui.cpp sees which is highly problematic. -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) -{ - 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!"); } - 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) { GImAllocatorAllocFunc = alloc_func; @@ -3037,21 +3370,21 @@ void ImGui::DestroyContext(ImGuiContext* ctx) ImGuiIO& ImGui::GetIO() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->IO; } -ImGuiStyle& ImGui::GetStyle() +ImGuiPlatformIO& ImGui::GetPlatformIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); - return GImGui->Style; + return GImGui->PlatformIO; } // Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { ImGuiContext& g = *GImGui; - return g.DrawData.Valid ? &g.DrawData : NULL; + return g.Viewports[0]->DrawDataP.Valid ? &g.Viewports[0]->DrawDataP : NULL; } double ImGui::GetTime() @@ -3064,15 +3397,50 @@ int ImGui::GetFrameCount() return GImGui->FrameCount; } -static ImDrawList* GetOverlayDrawList(ImGuiWindow*) +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->LastFrameDrawLists[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->LastFrameDrawLists[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetBackgroundDrawList(window->Viewport); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) { - // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'viewport' branches. - return &GImGui->OverlayDrawList; + return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } -ImDrawList* ImGui::GetOverlayDrawList() +ImDrawList* ImGui::GetForegroundDrawList() { - return &GImGui->OverlayDrawList; + ImGuiWindow* window = GImGui->CurrentWindow; + return GetForegroundDrawList(window->Viewport); } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -3084,18 +3452,55 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) { // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. - // This is because we want ActiveId to be set even when the window is stuck from moving. + // This is because we want ActiveId to be set even when the window is not permitted to move. ImGuiContext& g = *GImGui; FocusWindow(window); SetActiveID(window->MoveId, window); g.NavDisableHighlight = true; - g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; - if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + g.ActiveIdNoClearOnFocusLoss = true; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) g.MovingWindow = window; } +// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node. +// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0) + { + // Can undock if: + // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy) + // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows) + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + if (undock_floating_node || root_node->IsDockSpace()) + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + // 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; @@ -3113,11 +3518,25 @@ void ImGui::UpdateMouseMovingWindowNewFrame() { MarkIniSettingsDirty(moving_window); SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + moving_window->Viewport->Pos = pos; } FocusWindow(g.MovingWindow); } else { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (!IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL. + ClearActiveID(); g.MovingWindow = NULL; } @@ -3134,10 +3553,10 @@ 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) return; @@ -3146,29 +3565,44 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (g.NavWindow && g.NavWindow->Appearing) return; - // Click to focus window and start moving (after we're done with all our widgets) + // Click on void to focus window and start moving + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) if (g.IO.MouseClicked[0]) { - 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->RootWindowDockStop : 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])) - g.MovingWindow = NULL; + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + if (g.HoveredIdDisabled) + g.MovingWindow = NULL; } - else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) + else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) { - FocusWindow(NULL); // Clicking on void disable focus + // Clicking on void disable focus + FocusWindow(NULL); } } - // With right mouse button we close popups without changing focus - // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger) + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) if (g.IO.MouseClicked[1]) { - // Find the top-most window between HoveredWindow and the front most Modal Window. + // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. - ImGuiWindow* modal = GetFrontMostPopupModal(); + ImGuiWindow* modal = GetTopMostPopupModal(); bool hovered_window_above_modal = false; if (modal == NULL) hovered_window_above_modal = true; @@ -3180,10 +3614,32 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (window == g.HoveredWindow) hovered_window_above_modal = true; } - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.LastItemRect.Translate(delta); + window->DC.LastItemDisplayRect.Translate(delta); +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + window->ContentSize = ImFloor(window->ContentSize * scale); +} + static bool IsWindowActiveAndVisible(ImGuiWindow* window) { return (window->Active) && (!window->Hidden); @@ -3220,13 +3676,14 @@ static void ImGui::UpdateMouseInputs() 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) g.IO.MouseDoubleClicked[i] = true; - g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click + g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click } else { g.IO.MouseClickedTime[i] = g.Time; } 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; } @@ -3238,54 +3695,133 @@ static void ImGui::UpdateMouseInputs() 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); } + 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 g.NavDisableMouseHover = false; } } -void ImGui::UpdateMouseWheel() +static void StartLockWheelingWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - if (!g.HoveredWindow || g.HoveredWindow->Collapsed) + if (g.WheelingWindow == window) return; + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + + // Reset the locked window if we move the mouse or after the timer elapses + if (g.WheelingWindow != NULL) + { + g.WheelingWindowTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowTimer = 0.0f; + if (g.WheelingWindowTimer <= 0.0f) + { + g.WheelingWindow = NULL; + g.WheelingWindowTimer = 0.0f; + } + } + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). - ImGuiWindow* window = g.HoveredWindow; - ImGuiWindow* scroll_window = window; - while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs) && scroll_window->ParentWindow) - scroll_window = scroll_window->ParentWindow; - const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs); + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!window || window->Collapsed) + return; - if (g.IO.MouseWheel != 0.0f) + // 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 (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)) { - // Zoom / Scale 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; - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - window->Pos += offset; - window->Size *= scale; - window->SizeFull *= scale; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + + // 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) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); } - else if (!g.IO.KeyCtrl && scroll_allowed) + } + + // 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) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - // Mouse wheel vertical scrolling - float scroll_amount = 5 * scroll_window->CalcFontSize(); - scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f); - SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); } } - if (g.IO.MouseWheelH != 0.0f && scroll_allowed && !g.IO.KeyCtrl) +} + +void ImGui::UpdateTabFocus() +{ + ImGuiContext& g = *GImGui; + + // 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.FocusRequestNextCounterRegular = INT_MAX; + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; + } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; + if (g.FocusRequestNextWindow != NULL) { - // Mouse wheel horizontal scrolling (for hardware that supports it) - float scroll_amount = scroll_window->CalcFontSize(); - SetWindowScrollX(scroll_window, scroll_window->Scroll.x - g.IO.MouseWheelH * scroll_amount); + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; } + + g.NavIdTabCounter = INT_MAX; } // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) @@ -3297,17 +3833,18 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; FindHoveredWindow(); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); - // Modal windows prevents cursor from hovering behind them. - ImGuiWindow* modal_window = GetFrontMostPopupModal(); - if (modal_window) - if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) - g.HoveredRootWindow = g.HoveredWindow = NULL; + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + clear_hovered_windows = true; // Disabled mouse? if (g.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; @@ -3315,7 +3852,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) { if (g.IO.MouseClicked[i]) - g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty()); + g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0); 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]) @@ -3327,15 +3864,18 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // 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) - 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 imgui + app) + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); else - g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); + g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0); - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) if (g.WantCaptureKeyboardNextFrame != -1) g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else @@ -3347,85 +3887,83 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } +ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; + if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } + if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } + if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } + if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } + return key_mod_flags; +} + void ImGui::NewFrame() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + 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 - // 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 && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)"); - 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.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); - for (int n = 0; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; - // 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) - IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); - - // 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)) - g.IO.ConfigWindowsResizeFromEdges = false; - - // 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.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; - // Setup current font and draw list + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! g.IO.Fonts->Locked = true; SetCurrentFont(GetDefaultFont()); IM_ASSERT(g.Font->IsLoaded()); - 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 = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; - g.OverlayDrawList.Clear(); - g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID); - g.OverlayDrawList.PushClipRectFullScreen(); - g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); - - // Mark rendering data as invalid to prevent user who may have a handle on it to use it - g.DrawData.Clear(); + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawData = NULL; + viewport->DrawDataP.Clear(); + } // Drag and drop keep the source ID alive so even if the source disappear our state is consistent if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) KeepAliveID(g.DragDropPayload.SourceId); - // Clear reference to active widget if the widget isn't alive anymore + // Update HoveredId data if (!g.HoveredIdPreviousFrame) g.HoveredIdTimer = 0.0f; if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) @@ -3437,6 +3975,9 @@ void ImGui::NewFrame() g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; + g.HoveredIdDisabled = false; + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) ClearActiveID(); if (g.ActiveId) @@ -3444,42 +3985,54 @@ void ImGui::NewFrame() g.LastActiveIdTimer += g.IO.DeltaTime; g.ActiveIdPreviousFrame = g.ActiveId; g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; - if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) - g.ScalarAsInputTextId = 0; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; + } // 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; // Update keyboard input state + // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools + g.IO.KeyMods = GetMergedKeyModFlags(); 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; - // Update gamepad/keyboard directional navigation + // 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; + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextUpdateUndocking(&g); + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) UpdateMouseMovingWindowNewFrame(); - UpdateHoveredWindowAndCaptureFlags(); // Background darkening/whitening - if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); else g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); @@ -3487,65 +4040,128 @@ 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 + g.PlatformImePosViewport = NULL; // Mouse wheel scrolling, scale UpdateMouseWheel(); - // Pressing TAB activate widget focus - if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) - { - if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); - else - g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0; - } - g.NavIdTabCounter = INT_MAX; + // Update legacy TAB focus + UpdateTabFocus(); - // Mark all windows as not visible + // 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; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; window->WasActive = window->Active; + window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); } // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) - FocusPreviousWindowIgnoringOne(NULL); + FocusTopMostWindowUnderOne(NULL, NULL); // No window should be open at the beginning of the frame. // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); - ClosePopupsOverWindow(g.NavWindow); + ClosePopupsOverWindow(g.NavWindow, false); + + // Docking + DockContextUpdateDocking(&g); + + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + UpdateDebugToolItemPicker(); // 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. - SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); + 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 } +// [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) + { + 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", 0); - ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; - ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; - ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; - g.SettingsHandlers.push_front(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; + g.SettingsHandlers.push_back(ini_handler); + } + +#ifdef IMGUI_HAS_TABLE + // Add .ini handle for ImGuiTable type + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + g.Viewports.push_back(viewport); + g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame) + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Extensions + DockContextInitialize(&g); +#endif // #ifdef IMGUI_HAS_DOCK g.Initialized = true; } @@ -3562,7 +4178,7 @@ void ImGui::Shutdown(ImGuiContext* context) } g.IO.Fonts = NULL; - // Cleanup of other data are conditional on actually having initialized ImGui. + // Cleanup of other data are conditional on actually having initialized Dear ImGui. if (!g.Initialized) return; @@ -3575,18 +4191,31 @@ void ImGui::Shutdown(ImGuiContext* context) SetCurrentContext(backup_context); } + // Destroy platform windows + ImGuiContext* backup_context = ImGui::GetCurrentContext(); + SetCurrentContext(context); + DestroyPlatformWindows(); + SetCurrentContext(backup_context); + + // Shutdown extensions + DockContextShutdown(&g); + + // Notify hooked test engine, if any +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_Shutdown(context); +#endif + // Clear everything else for (int i = 0; i < g.Windows.Size; i++) IM_DELETE(g.Windows[i]); g.Windows.clear(); g.WindowsFocusOrder.clear(); - g.WindowsSortBuffer.clear(); + g.WindowsTempSortBuffer.clear(); g.CurrentWindow = NULL; g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; - g.HoveredWindow = NULL; - g.HoveredRootWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; g.ColorModifiers.clear(); @@ -3594,24 +4223,32 @@ void ImGui::Shutdown(ImGuiContext* context) g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); - g.DrawDataBuilder.ClearFreeMemory(); - g.OverlayDrawList.ClearFreeMemory(); - g.PrivateClipboard.clear(); - g.InputTextState.TextW.clear(); - g.InputTextState.InitialText.clear(); - g.InputTextState.TempBuffer.clear(); - - for (int i = 0; i < g.SettingsWindows.Size; i++) - IM_DELETE(g.SettingsWindows[i].Name); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + for (int i = 0; i < g.Viewports.Size; i++) + IM_DELETE(g.Viewports[i]); + g.Viewports.clear(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + 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.LogClipboard.clear(); + g.LogBuffer.clear(); g.Initialized = false; } @@ -3635,7 +4272,7 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im { int count = window->DC.ChildWindows.Size; if (count > 1) - ImQsort(window->DC.ChildWindows.begin(), (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]; @@ -3647,57 +4284,58 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) { - if (draw_list->CmdBuffer.empty()) + // Remove trailing command if unused. + // Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well. + draw_list->_PopUnusedDrawCmd(); + 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) - { - draw_list->CmdBuffer.pop_back(); - if (draw_list->CmdBuffer.empty()) - return; - } - - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly. + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); - IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) // If this assert triggers because you are drawing lots of stuff manually: - // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents. - // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. - // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing: - // 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 API. - // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. + // - 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. + // - 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. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer 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: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. if (sizeof(ImDrawIdx) == 2) IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); out_list->push_back(draw_list); } -static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) +static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; g.IO.MetricsRenderWindows++; - AddDrawListToDrawData(out_render_list, window->DrawList); + AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; - if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active - AddWindowToDrawData(out_render_list, child); + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); } } -static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window) +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static void AddRootWindowToDrawData(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - if (window->Flags & ImGuiWindowFlags_Tooltip) - AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); - else - AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window); + int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; + AddWindowToDrawData(window, layer); } void ImDrawDataBuilder::FlattenIntoSingleLayer() @@ -3718,15 +4356,25 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer() } } -static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_data) +static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) { - ImGuiIO& io = ImGui::GetIO(); + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/back-ends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0; + + ImDrawData* draw_data = &viewport->DrawDataP; + viewport->DrawData = draw_data; // Make publicly accessible draw_data->Valid = true; draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; draw_data->CmdListsCount = draw_lists->Size; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; - draw_data->DisplayPos = ImVec2(0.0f, 0.0f); - draw_data->DisplaySize = io.DisplaySize; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = ImGui::GetIO().DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; for (int n = 0; n < draw_lists->Size; n++) { draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; @@ -3734,7 +4382,12 @@ static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_da } } -// 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(); @@ -3749,47 +4402,102 @@ void ImGui::PopClipRect() window->ClipRect = window->DrawList->_ClipRectStack.back(); } +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::EndFrameDrawDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + + // Draw modal whitening background on _other_ viewports than the one the modal is one + ImGuiWindow* modal_window = GetTopMostPopupModal(); + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL); + if (dim_bg_for_modal || dim_bg_for_window_list) + for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_n]; + if (modal_window && viewport == modal_window->Viewport) + continue; + if (g.NavWindowingListWindow && viewport == g.NavWindowingListWindow->Viewport) + continue; + if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } + + // Draw modal whitening background between CTRL-TAB list + if (dim_bg_for_window_list && g.NavWindowingTargetAnim->Active) + { + // Choose a draw list that will be front-most across all our children + // In the unlikely case that the window wasn't made active we can't rely on its drawlist and skip rendering all-together. + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindow)->DrawList; + draw_list->PushClipRectFullScreen(); + + // Docking: draw modal whitening background on other nodes of a same dock tree + // For CTRL+TAB within a docking node we need to render the dimming background in 8 steps + // (Because the root node renders the background in one shot, in order to avoid flickering when a child dock node is not submitted) + if (window->RootWindowDockStop->DockIsActive) + if (window->RootWindow != window->RootWindowDockStop) + RenderRectFilledWithHole(draw_list, window->RootWindow->Rect(), window->RootWindowDockStop->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding); + + // Draw navigation selection/windowing rectangle border + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(window->Viewport->GetMainRect())) // If a window fits the entire viewport, adjust its highlight inward + { + bb.Expand(-g.FontSize - 1.0f); + rounding = window->WindowRounding; + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + draw_list->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; - } + ErrorCheckEndFrameSanityChecks(); - // 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(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 + // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.PlatformIO.Platform_SetImeInputPos && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f)) + if (g.PlatformImePosViewport && g.PlatformImePosViewport->PlatformWindowCreated) { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos); + g.PlatformImeLastPos = g.PlatformImePos; + g.PlatformImePosViewport = NULL; } - } // 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) - NavUpdateWindowingList(); + // Draw modal whitening background on _other_ viewports than the one the modal is one + EndFrameDrawDimmedBackgrounds(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + SetCurrentViewport(NULL, NULL); // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if (g.DragDropActive) @@ -3801,34 +4509,38 @@ 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(); + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + // Sort the window list so that all child windows are after their parent - // We cannot do that on FocusWindow() because 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]; if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it continue; - AddWindowToSortBuffer(&g.WindowsSortBuffer, window); + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); } - IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong - g.Windows.swap(g.WindowsSortBuffer); + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); g.IO.MetricsActiveWindows = g.WindowsActiveCount; // Unlock font atlas @@ -3848,45 +4560,69 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); g.FrameCountRendered = g.FrameCount; + g.IO.MetricsRenderWindows = 0; + + // Add background ImDrawList (for each active viewport) + for (int n = 0; n != g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.Clear(); + if (viewport->DrawLists[0] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } - // Gather ImDrawList to render (for each active window) - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; - g.DrawDataBuilder.Clear(); - ImGuiWindow* windows_to_render_front_most[2]; - windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + // 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.NavWindowingListWindow : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1]) - AddWindowToDrawDataSelectLayer(window); + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); } - for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++) - if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window - AddWindowToDrawDataSelectLayer(windows_to_render_front_most[n]); - g.DrawDataBuilder.FlattenIntoSingleLayer(); + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + ImVec2 mouse_cursor_offset, mouse_cursor_size, mouse_cursor_uv[4]; + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &mouse_cursor_offset, &mouse_cursor_size, &mouse_cursor_uv[0], &mouse_cursor_uv[2]); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.FlattenIntoSingleLayer(); - // Draw software mouse cursor if requested - if (g.IO.MouseDrawCursor) - RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + // (note we scale cursor by current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor) + if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f) + { + float scale = g.Style.MouseCursorScale * viewport->DpiScale; + if (viewport->GetMainRect().Overlaps(ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale))) + RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, scale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + } - if (!g.OverlayDrawList.VtxBuffer.empty()) - AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList); + // Add foreground ImDrawList (for each active viewport) + if (viewport->DrawLists[1] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); - // 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; + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); + g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; + g.IO.MetricsRenderIndices += viewport->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); + if (g.Viewports[0]->DrawData->CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) + g.IO.RenderDrawListsFn(g.Viewports[0]->DrawData); #endif } // 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; @@ -3903,66 +4639,27 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex return ImVec2(0.0f, font_size); ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); - // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field) - const float font_scale = font_size / font->FontSize; - const float character_spacing_x = 1.0f * font_scale; - if (text_size.x > 0.0f) - text_size.x -= character_spacing_x; - text_size.x = (float)(int)(text_size.x + 0.95f); + // Round + text_size.x = IM_FLOOR(text_size.x + 0.95f); return text_size; } -// 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 -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - *out_items_display_start = 0; - *out_items_display_end = items_count; - return; - } - if (window->SkipItems) - { - *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) - unclipped_rect.Add(g.NavScoringRectScreen); - - 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); - - // 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) - start--; - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) - end++; - - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); - *out_items_display_start = start; - *out_items_display_end = end; -} - // 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() { ImGuiContext& g = *GImGui; + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; + if (g.MovingWindow) + g.MovingWindow->Viewport = g.MouseViewport; + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) hovered_window = g.MovingWindow; @@ -3975,26 +4672,43 @@ static void FindHoveredWindow() continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImRect bb(window->OuterRectClipped); - if ((window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_NoResize)) + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else bb.Expand(padding_for_resize_from_edges); 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) + 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; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; + if (g.MovingWindow) + g.MovingWindow->Viewport = moving_window_viewport; } // Test if mouse cursor is hovering given rectangle @@ -4013,47 +4727,61 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); if (!rect_for_touch.Contains(g.IO.MousePos)) return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; return true; } int ImGui::GetKeyIndex(ImGuiKey imgui_key) { IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - return GImGui->IO.KeyMap[imgui_key]; + 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[]! +// Note that dear 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; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); - return GImGui->IO.KeysDown[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) +// 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 (t == 0.0f) + if (t1 == 0.0f) return 1; - if (t <= repeat_delay || repeat_rate <= 0.0f) + if (t0 >= t1) return 0; - const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); - return (count > 0) ? count : 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(int key_index, float repeat_delay, float repeat_rate) { ImGuiContext& g = *GImGui; - if (key_index < 0) + 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); + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); } bool ImGui::IsKeyPressed(int user_key_index, bool repeat) { ImGuiContext& g = *GImGui; - if (user_key_index < 0) + 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]; @@ -4072,23 +4800,14 @@ bool ImGui::IsKeyReleased(int user_key_index) return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; } -bool ImGui::IsMouseDown(int button) +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::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) +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); @@ -4098,42 +4817,52 @@ bool ImGui::IsMouseClicked(int button, bool repeat) if (repeat && t > g.IO.KeyRepeatDelay) { - float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate; - if ((ImFmod(t - delay, rate) > rate*0.5f) != (ImFmod(t - delay - g.IO.DeltaTime, rate) > rate*0.5f)) + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); + if (amount > 0) return true; } - return false; } -bool ImGui::IsMouseReleased(int button) +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(int button) +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseDoubleClicked[button]; } -bool ImGui::IsMouseDragging(int button, float lock_threshold) +// 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 (!g.IO.MouseDown[button]) - return false; 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() { - return GImGui->IO.MousePos; + 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! @@ -4141,7 +4870,7 @@ ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() { ImGuiContext& g = *GImGui; if (g.BeginPopupStack.Size > 0) - return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos; + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; return g.IO.MousePos; } @@ -4156,22 +4885,32 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; } -// Return the delta from the initial clicking position. +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(). 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) +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]) + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment). + 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) +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); @@ -4210,31 +4949,66 @@ bool ImGui::IsItemActive() return false; } +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + return true; + } + return false; +} + bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited)); + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - return g.NavId && !g.NavDisableHighlight && g.NavId == window->DC.LastItemId; + + if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + 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->ID && window->WriteAccessed) + return false; + + return true; } -bool ImGui::IsItemClicked(int mouse_button) +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) { return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + bool ImGui::IsAnyItemHovered() { ImGuiContext& g = *GImGui; @@ -4293,20 +5067,12 @@ ImVec2 ImGui::GetItemRectSize() return window->DC.LastItemRect.GetSize(); } -static ImRect GetViewportRect() -{ - ImGuiContext& g = *GImGui; - if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y) - return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax); - return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); -} - -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; - flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; + flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking; flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag // Size @@ -4334,7 +5100,7 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; - child_window->AutoFitChildAxises = auto_fit_axises; + child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. // While this is not really documented/defined, it seems that the expected thing to do. @@ -4346,7 +5112,7 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size { 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; @@ -4369,7 +5135,10 @@ 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(); @@ -4393,7 +5162,7 @@ void ImGui::EndChild() // 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) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else { @@ -4401,6 +5170,7 @@ void ImGui::EndChild() ItemAdd(bb, 0); } } + g.WithinEndChild = false; } // Helper to create a child window / scrolling region that looks like a normal widget frame. @@ -4423,27 +5193,12 @@ 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; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() - { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() - { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() - // 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; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() - { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() - { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() - 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); window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); } ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) @@ -4454,13 +5209,31 @@ ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) ImGuiWindow* ImGui::FindWindowByName(const char* name) { - ImGuiID id = ImHashStr(name, 0); + ImGuiID id = ImHashStr(name); return FindWindowByID(id); } -static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); // Create window the first time ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); @@ -4468,22 +5241,20 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl 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); + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->ViewportPos = main_viewport->Pos; // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. if (!(flags & ImGuiWindowFlags_NoSavedSettings)) if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) { // Retrieve settings from .ini file - window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); - window->Pos = ImFloor(settings->Pos); - window->Collapsed = settings->Collapsed; - if (ImLengthSqr(settings->Size) > 0.00001f) - size = ImFloor(settings->Size); + ApplyWindowSettings(window, settings); } - window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size); - window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { @@ -4507,10 +5278,20 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl return window; } -static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) { ImGuiContext& g = *GImGui; - if (g.NextWindowData.SizeConstraintCond != 0) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. ImRect cr = g.NextWindowData.SizeConstraintRect; @@ -4526,52 +5307,72 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } + new_size.x = IM_FLOOR(new_size.x); + new_size.y = IM_FLOOR(new_size.y); } // Minimum size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); 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, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } -static ImVec2 CalcSizeContents(ImGuiWindow* window) +static ImVec2 CalcWindowContentSize(ImGuiWindow* window) { if (window->Collapsed) - return window->SizeContents; - if (window->Hidden && window->HiddenFramesForResize == 0 && window->HiddenFramesRegular > 0) - return window->SizeContents; + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + return window->ContentSize; + if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + return window->ContentSize; ImVec2 sz; - sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x)); - sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y)); - return sz + window->WindowPadding; + sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; } -static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) +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()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize - return size_contents; + return size_desired; } else { - // 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 DisplaySize-WindowPadding. + // Maximum window size is determined by the viewport size or monitor size const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; ImVec2 size_min = style.WindowMinSize; if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); - ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); - if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) + + // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? + ImVec2 avail_size = window->Viewport->Size; + if (window->ViewportOwned) + avail_size = ImVec2(FLT_MAX, FLT_MAX); + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - g.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); + if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; - if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) + if (will_have_scrollbar_y) size_auto_fit.x += style.ScrollbarSize; return size_auto_fit; } @@ -4579,47 +5380,10 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcSizeContents(window); - return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); -} - -float ImGui::GetWindowScrollMaxX(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); -} - -float ImGui::GetWindowScrollMaxY(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)); -} - -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) -{ - ImGuiContext& g = *GImGui; - ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) - { - float cr_x = window->ScrollTargetCenterRatio.x; - scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); - } - 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 cr_y = window->ScrollTargetCenterRatio.y; - float target_y = window->ScrollTarget.y; - if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) - target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->SizeContents.y; - scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y); - } - scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, ImGui::GetWindowScrollMaxX(window)); - scroll.y = ImMin(scroll.y, ImGui::GetWindowScrollMaxY(window)); - } - return scroll; + ImVec2 size_contents = CalcWindowContentSize(window); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; } static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) @@ -4636,7 +5400,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; - ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); *out_pos = pos_min; if (corner_norm.x == 0.0f) out_pos->x -= (size_constrained.x - size_expected.x); @@ -4654,42 +5418,84 @@ struct ImGuiResizeGripDef 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) +}; + +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 }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { ImRect rect = window->Rect(); - if (thickness == 0.0f) rect.Max -= ImVec2(1,1); - if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); // Top - if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); // Right - if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); // Bottom - if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); // Left + if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); + if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top + if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right + if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom + if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left IM_ASSERT(0); return ImRect(); } +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +// 4..7: borders (Top, Right, Bottom, Left) +ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n <= 7); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + // Handle resize for: Resize Grips, Borders, Gamepad -static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - return; + return false; if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. - return; + return false; + 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_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_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + // Manual resize grips PushID("#RESIZE"); for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) @@ -4702,15 +5508,16 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); bool hovered, held; - ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - //GetOverlayDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &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) { // Manual auto-fit when double-clicking - size_target = CalcSizeAfterConstraint(window, size_auto_fit); + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; ClearActiveID(); } else if (held) @@ -4718,6 +5525,9 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au // 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 + ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + corner_target = ImClamp(corner_target, clamp_min, clamp_max); CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); } if (resize_grip_n == 0 || held || hovered) @@ -4727,12 +5537,12 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au { 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); - //GetOverlayDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + //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; - if (held) + if (held) *border_held = border_n; } if (held) @@ -4743,11 +5553,17 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left + ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); } } PopID(); + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + // Navigation resize (keyboard/gamepad) if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { @@ -4760,11 +5576,12 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au { const float NAV_RESIZE_SPEED = 600.0f; nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); g.NavWindowingToggleLayer = false; g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); } } @@ -4781,49 +5598,264 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au } window->Size = window->SizeFull; + return ret_auto_fit; +} + +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight(); + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } -static void ImGui::RenderOuterBorders(ImGuiWindow* window, int border_held) +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { ImGuiContext& g = *GImGui; float rounding = window->WindowRounding; float border_size = window->WindowBorderSize; if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, 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->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 } - if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { float y = window->Pos.y + window->TitleBarHeight() - 1; window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); } } +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that ScrollBar doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + if (window->ViewportOwned) + { + // No alpha + bg_col = (bg_col | IM_COL32_A_MASK); + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); + float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + bool hovered, held; + if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +// When inside a dock node, this is handled in DockNodeUpdateTabBar() instead. +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.ItemFlags = 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 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. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, 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); + 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, IM_FLOOR(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &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->RootWindowDockStop = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { window->RootWindow = parent_window->RootWindow; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindowDockStop = parent_window->RootWindowDockStop; + } if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) @@ -4833,7 +5865,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags } } -// Push a new ImGui window to add widgets to. +// 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. // - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). @@ -4845,17 +5877,14 @@ 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 ImGuiWindow* window = FindWindowByName(name); const bool window_just_created = (window == NULL); if (window_just_created) - { - ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? 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); // Automatically disable manual moving/resizing when NoInputs is set if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) @@ -4866,25 +5895,14 @@ 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); - - // Update Flags, LastFrameActive, BeginOrderXXX fields - if (first_begin_of_the_frame) - window->Flags = (ImGuiWindowFlags)flags; - else - flags = window->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 = 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)); - window->HasCloseButton = (p_open != NULL); + 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->HiddenFramesForResize > 0); + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + 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); } @@ -4892,13 +5910,59 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + IM_ASSERT(window->DockNode != NULL); + + // Docking currently override constraints + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindowStack.push_back(window); - SetCurrentWindow(window); - CheckStacksSize(window, true); + g.CurrentWindow = NULL; + ErrorCheckBeginEndCompareStacksSize(window, true); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; popup_ref.Window = window; g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; @@ -4907,10 +5971,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) window->NavLastIds[0] = 0; + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + // 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.PosCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) @@ -4926,26 +5995,34 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } - if (g.NextWindowData.SizeCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } - if (g.NextWindowData.ContentSizeCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) { - // Adjust passed "client size" to become a "window size" - window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; - if (window->SizeContentsExplicit.y != 0.0f) - window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) - { - window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); - } - if (g.NextWindowData.CollapsedCond) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.FocusCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); @@ -4955,20 +6032,22 @@ 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); - window->Active = true; - window->BeginOrderWithinParent = 0; - window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); - window->BeginCount = 0; - window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); - window->LastFrameActive = current_frame; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; - if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB window_title_visible_elsewhere = true; if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) { @@ -4980,44 +6059,59 @@ 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->SizeContents = CalcSizeContents(window); - if (window->HiddenFramesRegular > 0) - window->HiddenFramesRegular--; - if (window->HiddenFramesForResize > 0) - window->HiddenFramesForResize--; + window->ContentSize = CalcWindowContentSize(window); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; // Hide new windows for one frame until they calculate their size if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) - window->HiddenFramesForResize = 1; + window->HiddenFramesCannotSkipItems = 1; // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) - // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { - window->HiddenFramesForResize = 1; + window->HiddenFramesCannotSkipItems = 1; if (flags & ImGuiWindowFlags_AlwaysAutoResize) { if (!window_size_x_set_by_api) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; - window->SizeContents = ImVec2(0.f, 0.f); + window->ContentSize = ImVec2(0.f, 0.f); } } + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + UpdateSelectWindowViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); + flags = window->Flags; + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. - // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) - window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; - window->WindowPadding = style.WindowPadding; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + else + window->WindowPadding = style.WindowPadding; + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) { // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. ImRect title_bar_rect = window->TitleBarRect(); @@ -5039,46 +6133,47 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents); - ImVec2 size_full_modified(FLT_MAX, FLT_MAX); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. if (!window_size_x_set_by_api) - window->SizeFull.x = size_full_modified.x = size_auto_fit.x; + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api) - window->SizeFull.y = size_full_modified.y = size_auto_fit.y; + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } } else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) { // Auto-fit may only grow window during the first few frames // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } if (!window->Collapsed) MarkIniSettingsDirty(window); } // Apply minimum/maximum window size constraints and final size - window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; - // SCROLLBAR STATUS - - // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). - if (!window->Collapsed) - { - // When reading the current size we need to read it after size constraints have been applied - float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; - float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); - if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); - window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); - } + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // POSITION @@ -5086,7 +6181,7 @@ 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; } @@ -5100,9 +6195,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Pos = parent_window->DC.CursorPos; } - const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesForResize == 0); + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) - SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, 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) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) @@ -5110,67 +6205,263 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = FindBestWindowPosForPopup(window); - // Clamp position so it stays visible - if (!(flags & ImGuiWindowFlags_ChildWindow)) + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + bool viewport_rect_changed = false; + if (window->ViewportOwned) + { + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + const bool is_short_lived_floating_window = (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if (g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && (flags & ImGuiWindowFlags_Modal) == 0) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + // We don't default to the main viewport because. + if (window->WindowClass.ParentViewportId) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We also tell the back-end that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha + if (!(flags & ImGuiWindowFlags_NoBackground)) + viewport_flags &= ~ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + } + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) { - if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && 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 (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) { - ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); - ImVec2 size_for_clamping = ((g.IO.ConfigWindowsMoveFromTitleBarOnly) && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size; - window->Pos = ImMax(window->Pos + size_for_clamping, padding) - size_for_clamping; - window->Pos = ImMin(window->Pos, g.IO.DisplaySize - padding); + ClampWindowRect(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (window->Viewport->PlatformMonitor == -1) + { + // Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport + SetWindowPos(window, g.Viewports[0]->Pos + style.DisplayWindowPadding, ImGuiCond_Always); + } + else + { + ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor]; + visibility_rect.Min = monitor.WorkPos + visibility_padding; + visibility_rect.Max = monitor.WorkPos + monitor.WorkSize - visibility_padding; + ClampWindowRect(window, visibility_rect); + } } } window->Pos = ImFloor(window->Pos); // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - - // Prepare for item focus requests - window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1); - window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1); - window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1; - window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX; + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); - window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); // Apply window focus (new and reactivated windows are moved to front) bool want_focus = false; if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) - if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) want_focus = true; + } + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; - ImU32 resize_grip_col[4] = { 0 }; - const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - if (!window->Collapsed) - UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); + 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 * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (handle_borders_and_resize_grips && !window->Collapsed) + if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + viewport_rect = window->Viewport->GetMainRect(); + } - // 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); - else - window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; - // DRAWING + // SCROLLBAR VISIBILITY - // Setup draw list and outer clipping rectangle - window->DrawList->Clear(); - window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); - window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); - ImRect viewport_rect(GetViewportRect()); - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); - else - PushClipRect(viewport_rect.Min, viewport_rect.Max, true); + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight(); + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToBringRectIntoView() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + + // SCROLLING - // Draw modal window background (darkens what is behind them, all viewports) - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesForResize <= 0; - const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame) + ImGuiWindow* window_window_list = g.NavWindowingListWindow; + 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) || (window == window_window_list && window_window_list->Viewport != g.NavWindowingTargetAnim->Viewport)); 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); @@ -5186,72 +6477,28 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); } - // Draw window + handle manual resize - const float window_rounding = window->WindowRounding; - const float window_border_size = window->WindowBorderSize; - 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); - const ImRect title_bar_rect = window->TitleBarRect(); - if (window->Collapsed) - { - // Title bar only - float backup_border_size = style.FrameBorderSize; - g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); - RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); - g.Style.FrameBorderSize = backup_border_size; - } - else + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // 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. + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) { - // Window background - if (!(flags & ImGuiWindowFlags_NoBackground)) - { - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); - if (g.NextWindowData.BgAlphaCond != 0) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << 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); - } - g.NextWindowData.BgAlphaCond = 0; - - // 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); - } - - // Menu bar - if (flags & ImGuiWindowFlags_MenuBar) - { - ImRect menu_bar_rect = window->MenuBarRect(); - menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); - 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); - } - - // Scrollbars - if (window->ScrollbarX) - Scrollbar(ImGuiLayoutType_Horizontal); - if (window->ScrollbarY) - Scrollbar(ImGuiLayoutType_Vertical); - - // Render resize grips (after their input handling so we don't have a frame of latency) - if (!(flags & ImGuiWindowFlags_NoResize)) - { - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); - window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); - } - } - - // Borders - RenderOuterBorders(window, border_held); + 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) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; } // Draw navigation selection/windowing rectangle border @@ -5268,54 +6515,71 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); } - // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. - window->SizeFullAtLastBegin = window->SizeFull; - - // Update various regions. Variables they depends on are set above in this function. - // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. - 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 + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x)); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y)); + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; - window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; - window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f); + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595 + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + window->DC.MenuBarAppending = false; - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; + window->DC.MenuColumns.Update(3, 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.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; + 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.ColumnsSet = NULL; - window->DC.TreeDepth = 0; - window->DC.TreeDepthMayJumpToParentOnPop = 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.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + if (parent_window) window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); - } if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; @@ -5329,59 +6593,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) NavInitWindow(window, false); } - // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) + // Close requested by platform window + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) { - // Close & collapse button are on layer 1 (same as menus) and don't default focus - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); - - // Collapse button - if (!(flags & ImGuiWindowFlags_NoCollapse)) - if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos)) - window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function - - // Close button - if (p_open != NULL) - { - const float pad = style.FramePadding.y; - const float rad = g.FontSize * 0.5f; - if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1)) - *p_open = false; - } - - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->DC.ItemFlags = 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 too much code.. - const char* UNSAVED_DOCUMENT_MARKER = "*"; - float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; - ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); - ImRect text_r = title_bar_rect; - float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - if (style.WindowTitleAlign.x > 0.0f) - pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); - text_r.Min.x += pad_left; - text_r.Max.x -= pad_right; - ImRect clip_rect = text_r; - clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() - RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); - if (flags & ImGuiWindowFlags_UnsavedDocument) + if (!window->DockIsActive || window->DockTabIsVisible) { - ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_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, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect); + window->Viewport->PlatformRequestClose = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. + IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name); + *p_open = false; } } - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - window->OuterRectClipped.ClipWith(window->ClipRect); + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + RenderWindowTitleBarContents(window, title_bar_rect, 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. @@ -5392,108 +6621,139 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) LogToClipboard(); */ - // Inner rectangle - // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. - window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize; - window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize; - //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE); + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift)) + if ((window->RootWindow->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindow != window) + if ((window == window->RootWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } - // Inner clipping rectangle - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + if (window->DockIsActive) + SetLastItemData(window, window->ID, window->DockTabItemStatusFlags, window->DockTabItemRect); + else + SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); - // After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of 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 + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); +#endif + } + else + { + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); } - PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + if (!(flags & ImGuiWindowFlags_DockNodeHost)) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) if (first_begin_of_the_frame) window->WriteAccessed = false; window->BeginCount++; - g.NextWindowData.Clear(); + 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) - window->HiddenFramesRegular = 1; + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } - // Completely hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) - window->HiddenFramesRegular = 1; - } + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } - // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) - if (style.Alpha <= 0.0f) - window->HiddenFramesRegular = 1; + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; - // Update the Hidden flag - window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize > 0); + // Update the Hidden flag + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); - // Return false if we don't intend to display anything to allow user to perform an early out optimization - window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 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 !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) { - 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) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); - if (window->DC.ColumnsSet != NULL) + // Close anything that is open + if (window->DC.CurrentColumns) EndColumns(); - PopClipRect(); // Inner window clip rectangle + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle + PopClipRect(); // Stop logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging LogFinish(); + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + // Pop from window stack g.CurrentWindowStack.pop_back(); if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - CheckStacksSize(window, false); + ErrorCheckBeginEndCompareStacksSize(window, false); SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); } void ImGui::BringWindowToFocusFront(ImGuiWindow* window) @@ -5501,7 +6761,7 @@ void ImGui::BringWindowToFocusFront(ImGuiWindow* window) ImGuiContext& g = *GImGui; if (g.WindowsFocusOrder.back() == window) return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window + 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*)); @@ -5514,9 +6774,9 @@ 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; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) { memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); @@ -5551,87 +6811,73 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavMousePosDirty = true; g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavFocusScopeId = 0; g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; - //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } + // Close popups if any + ClosePopupsOverWindow(window, false); + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindow != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindowDockStop : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindowDockStop != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) + ClearActiveID(); + // Passing NULL allow to disable keyboard focus if (!window) return; + window->LastFrameJustFocused = g.FrameCount; - // 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(); + // Select in dock node + if (dock_node && dock_node->TabBar) + dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->ID; // Bring to front - BringWindowToFocusFront(window); - if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) - BringWindowToDisplayFront(window); + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); } -void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window) +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) + + 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) + start_idx = under_this_window_idx - 1; + } + 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)) + if (window != ignore_window && window->WasActive && window->RootWindowDockStop == window) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { + // FIXME-DOCK: This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); FocusWindow(focus_window); return; } } -} - -void ImGui::PushItemWidth(float item_width) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); -} - -void ImGui::PushMultiItemsWidths(int components, float w_full) -{ - ImGuiWindow* window = GetCurrentWindow(); - const ImGuiStyle& style = GImGui->Style; - if (w_full <= 0.0f) - w_full = CalcItemWidth(); - 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(); -} - -void ImGui::PopItemWidth() -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.ItemWidthStack.pop_back(); - window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); -} - -float ImGui::CalcItemWidth() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - float w = window->DC.ItemWidth; - if (w < 0.0f) - { - // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well. - float width_to_right_edge = GetContentRegionAvail().x; - w = ImMax(1.0f, width_to_right_edge + w); - } - w = (float)(int)w; - return w; + FocusWindow(NULL); } void ImGui::SetCurrentFont(ImFont* font) @@ -5640,11 +6886,12 @@ void ImGui::SetCurrentFont(ImFont* font) IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? IM_ASSERT(font->Scale > 0.0f); g.Font = font; - g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; ImFontAtlas* atlas = g.Font->ContainerAtlas; g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; g.DrawListSharedData.Font = g.Font; g.DrawListSharedData.FontSize = g.FontSize; } @@ -5719,272 +6966,108 @@ void ImGui::PopTextWrapPos() 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) +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { - 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); + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindow; + } + return false; } -void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { + IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; - ImGuiColorMod backup; - backup.Col = idx; - backup.BackupValue = g.Style.Colors[idx]; - g.ColorModifiers.push_back(backup); - g.Style.Colors[idx] = col; + + if (flags & ImGuiHoveredFlags_AnyWindow) + { + if (g.HoveredWindow == NULL) + return false; + } + else + { + switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) + { + case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: + if (g.HoveredWindow == NULL || g.HoveredWindow->RootWindowDockStop != g.CurrentWindow->RootWindowDockStop) + return false; + break; + case ImGuiHoveredFlags_RootWindow: + if (g.HoveredWindow != g.CurrentWindow->RootWindowDockStop) + 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)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + return false; + return true; } -void ImGui::PopStyleColor(int count) +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) { ImGuiContext& g = *GImGui; - while (count > 0) + + if (flags & ImGuiFocusedFlags_AnyWindow) + return g.NavWindow != NULL; + + IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() + switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) { - ImGuiColorMod& backup = g.ColorModifiers.back(); - g.Style.Colors[backup.Col] = backup.BackupValue; - g.ColorModifiers.pop_back(); - count--; + case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && g.NavWindow->RootWindowDockStop == g.CurrentWindow->RootWindowDockStop; + case ImGuiFocusedFlags_RootWindow: + return g.NavWindow == g.CurrentWindow->RootWindowDockStop; + case ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); + default: + return g.NavWindow == g.CurrentWindow; } } -struct ImGuiStyleVarInfo +ImGuiID ImGui::GetWindowDockID() { - ImGuiDataType Type; - ImU32 Count; - ImU32 Offset; - void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } -}; + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} -static const ImGuiStyleVarInfo GStyleVarInfo[] = +bool ImGui::IsWindowDocked() { - { 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 -}; + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} -static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +// 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 programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { - IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); - IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); - return &GStyleVarInfo[idx]; + return window->Active && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } -void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +float ImGui::GetWindowWidth() { - 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 function with wrong-type? Variable is not a float. + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; } -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 function with wrong-type? 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) { ((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.StyleModifiers.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_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"; -} - -bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) -{ - if (window->RootWindow == potential_parent) - return true; - while (window != NULL) - { - if (window == potential_parent) - return true; - window = window->ParentWindow; - } - return false; -} - -bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) -{ - IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function - ImGuiContext& g = *GImGui; - - if (flags & ImGuiHoveredFlags_AnyWindow) - { - if (g.HoveredWindow == NULL) - 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.HoveredRootWindow, flags)) - return false; - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) - return false; - return true; -} - -bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) -{ - ImGuiContext& g = *GImGui; - - if (flags & ImGuiFocusedFlags_AnyWindow) - return g.NavWindow != NULL; - - IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() - switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) - { - 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; - } -} - -// 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. -// 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); -} - -float ImGui::GetWindowWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->Size.x; -} - -float ImGui::GetWindowHeight() +float ImGui::GetWindowHeight() { ImGuiWindow* window = GImGui->CurrentWindow; return window->Size.y; @@ -5997,21 +7080,7 @@ ImVec2 ImGui::GetWindowPos() return window->Pos; } -void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) -{ - window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. - window->Scroll.x = new_scroll_x; - window->DC.CursorMaxPos.x -= window->Scroll.x; -} - -void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) -{ - window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. - window->Scroll.y = new_scroll_y; - window->DC.CursorMaxPos.y -= window->Scroll.y; -} - -static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowPosAllowFlags & cond) == 0) @@ -6024,8 +7093,10 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Set const ImVec2 old_pos = window->Pos; window->Pos = ImFloor(pos); - window->DC.CursorPos += (window->Pos - old_pos); // 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 += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.CursorStartPos += offset; } void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) @@ -6046,7 +7117,7 @@ ImVec2 ImGui::GetWindowSize() return window->Size; } -static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) @@ -6059,7 +7130,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.x > 0.0f) { window->AutoFitFramesX = 0; - window->SizeFull.x = ImFloor(size.x); + window->SizeFull.x = IM_FLOOR(size.x); } else { @@ -6069,7 +7140,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.y > 0.0f) { window->AutoFitFramesY = 0; - window->SizeFull.y = ImFloor(size.y); + window->SizeFull.y = IM_FLOOR(size.y); } else { @@ -6089,7 +7160,7 @@ void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) SetWindowSize(window, size, cond); } -static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) @@ -6100,6 +7171,13 @@ static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co 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); @@ -6145,15 +7223,18 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; } void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } @@ -6161,23 +7242,33 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; - g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. - g.NextWindowData.ContentSizeCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = 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) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } @@ -6185,84 +7276,56 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; - g.NextWindowData.FocusCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; } void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; - g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) -} - -// In window space (not screen space!) -ImVec2 ImGui::GetContentRegionMax() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; - if (window->DC.ColumnsSet) - mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x; - return mx; -} - -ImVec2 ImGui::GetContentRegionAvail() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return GetContentRegionMax() - (window->DC.CursorPos - window->Pos); } -float ImGui::GetContentRegionAvailWidth() +void ImGui::SetNextWindowViewport(ImGuiID id) { - return GetContentRegionAvail().x; -} - -// In window space (not screen space!) -ImVec2 ImGui::GetWindowContentRegionMin() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.Min - window->Pos; -} - -ImVec2 ImGui::GetWindowContentRegionMax() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.Max - window->Pos; -} - -float ImGui::GetWindowContentRegionWidth() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.GetWidth(); + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; } -float ImGui::GetTextLineHeight() +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) { ImGuiContext& g = *GImGui; - return g.FontSize; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; } -float ImGui::GetTextLineHeightWithSpacing() +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) { ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.ItemSpacing.y; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; } -float ImGui::GetFrameHeight() +ImDrawList* ImGui::GetWindowDrawList() { - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f; + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; } -float ImGui::GetFrameHeightWithSpacing() +float ImGui::GetWindowDpiScale() { ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; + return g.CurrentDpiScale; } -ImDrawList* ImGui::GetWindowDrawList() +ImGuiViewport* ImGui::GetWindowViewport() { - ImGuiWindow* window = GetCurrentWindow(); - return window->DrawList; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; } ImFont* ImGui::GetFont() @@ -6282,139 +7345,47 @@ 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(); } -// 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() +void ImGui::ActivateItem(ImGuiID id) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos - window->Pos + window->Scroll; + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; } -float ImGui::GetCursorPosX() +// Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there. +void ImGui::PushFocusScope(ImGuiID id) { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent); + window->DC.NavFocusScopeIdCurrent = id; } -float ImGui::GetCursorPosY() +void ImGui::PopFocusScope() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavFocusScopeIdCurrent = window->IDStack.back(); + window->IDStack.pop_back(); } -void ImGui::SetCursorPos(const ImVec2& local_pos) +void ImGui::SetKeyboardFocusHere(int offset) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = window->Pos - window->Scroll + local_pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + IM_ASSERT(offset >= -1); // -1 is allowed but not below + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; + g.FocusRequestNextCounterTabStop = INT_MAX; } -void ImGui::SetCursorPosX(float x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); -} - -void ImGui::SetCursorPosY(float y) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); -} - -ImVec2 ImGui::GetCursorStartPos() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - 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); -} - -float ImGui::GetScrollX() -{ - return GImGui->CurrentWindow->Scroll.x; -} - -float ImGui::GetScrollY() -{ - return GImGui->CurrentWindow->Scroll.y; -} - -float ImGui::GetScrollMaxX() -{ - return GetWindowScrollMaxX(GImGui->CurrentWindow); -} - -float ImGui::GetScrollMaxY() -{ - return GetWindowScrollMaxY(GImGui->CurrentWindow); -} - -void ImGui::SetScrollX(float scroll_x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.x = scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; -} - -void ImGui::SetScrollY(float scroll_y) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY - window->ScrollTargetCenterRatio.y = 0.0f; -} - -void ImGui::SetScrollFromPosY(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 - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); - window->ScrollTargetCenterRatio.y = center_y_ratio; -} - -// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. -void ImGui::SetScrollHereY(float center_y_ratio) -{ - ImGuiWindow* window = GetCurrentWindow(); - 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) + (GImGui->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); -} - -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 - ImGuiWindow* window = GetCurrentWindow(); - window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset; - window->FocusIdxTabRequestNext = INT_MAX; -} - -void ImGui::SetItemDefaultFocus() +void ImGui::SetItemDefaultFocus() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -6445,27 +7416,56 @@ ImGuiStorage* ImGui::GetStateStorage() void ImGui::PushID(const char* str_id) { - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(str_id); + window->IDStack.push_back(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)); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + window->IDStack.push_back(id); } void ImGui::PushID(const void* ptr_id) { - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + window->IDStack.push_back(id); } void ImGui::PushID(int int_id) { - const void* ptr_id = (void*)(intptr_t)int_id; - ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(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; + 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); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif + return id; } void ImGui::PopID() @@ -6494,2643 +7494,7798 @@ ImGuiID ImGui::GetID(const void* ptr_id) bool ImGui::IsRectVisible(const ImVec2& size) { - ImGuiWindow* window = GImGui->CurrentWindow;; + 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;; + 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.BackupCurrentLineSize = window->DC.CurrentLineSize; - group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; - group_data.BackupLogLinePosY = window->DC.LogLinePosY; - group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; - group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.AdvanceCursor = true; +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING +//----------------------------------------------------------------------------- - 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.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return +// 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::EndGroup() +static void ImGui::ErrorCheckNewFrameSanityChecks() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls - ImGuiGroupData& group_data = window->DC.GroupStack.back(); + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you 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) SomeCode(EXPR); SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); - ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); - group_bb.Max = ImMax(group_bb.Min, group_bb.Max); + // 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.CircleSegmentMaxError > 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++) + 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)"); - 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.CurrentLineSize = group_data.BackupCurrentLineSize; - window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; - window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return + // 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) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); - if (group_data.AdvanceCursor) - { - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // 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(), group_data.BackupCurrentLineTextBaseOffset); - ItemAdd(group_bb, 0); - } + // 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)) + g.IO.ConfigWindowsResizeFromEdges = false; - // 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. - // (and if you grep for LastItemId you'll notice it is only used in that context. - if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) - window->DC.LastItemId = g.ActiveId; - else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) - window->DC.LastItemId = g.ActiveIdPreviousFrame; - window->DC.LastItemRect = group_bb; + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); - window->DC.GroupStack.pop_back(); + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function! +#endif + } + else + { + // Disable feature, our back-ends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale != 0.0f); + } + } } -// Gets back to previous line and continue with horizontal layout -// pos_x == 0 : follow right after previous item -// pos_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 pos_x, float spacing_w) +static void ImGui::ErrorCheckEndFrameSanityChecks() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; - ImGuiContext& g = *GImGui; - if (pos_x != 0.0f) - { - if (spacing_w < 0.0f) spacing_w = 0.0f; - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; - window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; - } - else + + // 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 back-ends update inputs _AFTER_ NewFrame(). + const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags(); + IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(expected_key_mod_flags); + + // 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 (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; + 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?"); + } } - window->DC.CurrentLineSize = window->DC.PrevLineSize; - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; } -void ImGui::Indent(float indent_w) +// Save and compare stack sizes on Begin()/End() to detect usage errors +// Begin() calls this with write=true +// End() calls this with write=false +static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; -} + short* p = &window->DC.StackSizesBackup[0]; -void ImGui::Unindent(float indent_w) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; - window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; + // Window stacks + // 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) + { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() + { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() + + // 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. + { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() + { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() + { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() + { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() + IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); } + //----------------------------------------------------------------------------- -// [SECTION] TOOLTIPS +// [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() +// - GetWindowContentRegionWidth() +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, columns. //----------------------------------------------------------------------------- -void ImGui::BeginTooltip() +// 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; - if (g.DragDropWithinSourceOrTarget) - { - // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) - // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. - // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. - //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; - ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); - SetNextWindowPos(tooltip_pos); - SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); - //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( - BeginTooltipEx(0, true); - } - else - { - BeginTooltipEx(0, false); - } + 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_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) +{ + ItemSize(bb.GetSize(), text_baseline_y); } -// 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) +// 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) { ImGuiContext& g = *GImGui; - char window_name[16]; + 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 |= (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(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 + } + + // Equivalent to calling SetLastItemData() + 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; +} + +// 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; +} + +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() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// 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; +} + +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, 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(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 = 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) +{ + 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; +} + +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) + 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) + 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; +} + +float ImGui::GetWindowContentRegionWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.GetWidth(); +} + +// 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. +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + 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 = g.CurrentWindow; + IM_ASSERT(window->DC.GroupStack.Size > 0); // 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()); + 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 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) + 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] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float center_x_ratio = window->ScrollTargetCenterRatio.x; + float scroll_target_x = window->ScrollTarget.x; + float snap_x_min = 0.0f; + float snap_x_max = window->ScrollMax.x + window->Size.x; + if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); + scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x); + } + if (window->ScrollTarget.y < FLT_MAX) + { + float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float center_y_ratio = window->ScrollTargetCenterRatio.y; + float scroll_target_y = window->ScrollTarget.y; + float snap_y_min = 0.0f; + float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height; + if (window->ScrollTargetEdgeSnapDist.y > 0.0f) + scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); + scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); + scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + 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)) + { + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f); + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); + if (item_rect.Min.y < window_rect.Min.y) + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.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); + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + delta_scroll = next_scroll - window->Scroll; + } + + // Also scroll parent window to keep us into view if necessary + if (window->Flags & ImGuiWindowFlags_ChildWindow) + delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// 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) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect + 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) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = g.Style.ItemSpacing.x; + float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.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. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_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); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +void ImGui::BeginTooltip() +{ + BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None); +} + +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags) +{ + ImGuiContext& g = *GImGui; + + if (g.DragDropWithinSource || g.DragDropWithinTarget) + { + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; + } + + char window_name[16]; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (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->HiddenFramesRegular = 1; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + // 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; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_flags); +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); + TextV(fmt, args); + EndTooltip(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (int n = 0; n < g.OpenPopupStack.Size; n++) + if (g.OpenPopupStack[n].PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + OpenPopupEx(g.CurrentWindow->GetID(str_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, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.SourceWindow = g.NavWindow; + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + { + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Close child popups if any, then flag popup for open/reopen + ClosePopupToLevel(current_stack_size, false); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1 -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->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 (popup_window->RootWindow == ref_window->RootWindow) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + + // Trim open popup stack + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + g.OpenPopupStack.resize(remaining); + + if (restore_focus_to_window_under_popup) + { + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == ImGuiNavLayer_Main && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags which BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; + bool is_open = Begin(name, NULL, flags); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetMainRect().GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy. + 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) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + 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, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - You can pass a NULL str_id to use the identifier of the last item. +// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid +// computing the ID twice because BeginPopupContextXXX functions may be called very frequently. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiWindow* window = GImGui->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) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// 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); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen.Min = window->Viewport->Pos; + r_screen.Max = window->Viewport->Pos + window->Viewport->Size; + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + ImRect r_outer = GetWindowAllowedExtentRect(window); + 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, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse) + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = NavCalcPreferredRefPos(); + ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, +// and needs some explanation or serious refactoring. +void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow); + IM_ASSERT(nav_layer == 0 || nav_layer == 1); + g.NavId = id; + g.NavFocusScopeId = focus_scope_id; + g.NavWindow->NavLastIds[nav_layer] = id; +} + +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + SetNavID(id, nav_layer, focus_scope_id); + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + g.NavMousePosDirty = true; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavWindow = window; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + window->NavLastIds[nav_layer] = id; + if (window->DC.LastItemId == id) + window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + +ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +{ + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; +} + +static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +{ + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + { + r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); + r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); + } + else + { + 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 gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + 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.NavScoringCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensure that items in one column are not reached when moving vertically from items in another column. + NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (IsMouseHoveringRect(cand.Min, cand.Max)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); + draw_list->AddText(g.IO.FontDefault, 13.0f, 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); + } + } +#endif + + // Is it in the quadrant we're interesting in moving to? + bool new_best = false; + if (quadrant == g.NavMoveDir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((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)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + 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) +{ + 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; + + const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = nav_bb_rel; + } + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // 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))) + { + 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) + g.NavMoveDir = g.NavMoveDirLast; + bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; +#else + bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); +#endif + if (new_best) + { + result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->RectRel = nav_bb_rel; + } + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + 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)) + { + result = &g.NavMoveResultLocalVisibleSet; + result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->RectRel = nav_bb_rel; + } + } + + // Update window-relative bounding box of navigated item + if (g.NavId == id) + { + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + g.NavIdIsAlive = true; + g.NavIdTabCounter = window->DC.FocusCounterTabStop; + window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + NavMoveRequestCancel(); + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + g.NavMoveRequestFlags = move_flags; + g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; +} + +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + // 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. + g.NavWrapRequestWindow = window; + g.NavWrapRequestFlags = move_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindowDockStop != parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +static void NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + g.NavLayer = layer; + if (layer == 0) + g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + ImGui::SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, g.NavWindow->NavRectRel[layer]); + else + ImGui::NavInitWindow(window, true); +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + 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; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, 0); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = 0; + } +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + { + // 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; + } + 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 = g.NavWindow->Viewport->GetMainRect(); + 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. + } +} + +float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + ImGuiContext& g = *GImGui; + if (mode == ImGuiInputReadMode_Down) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + return (t == 0.0f) ? 1.0f : 0.0f; + if (mode == ImGuiInputReadMode_Repeat) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); + if (mode == ImGuiInputReadMode_RepeatSlow) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); + if (mode == ImGuiInputReadMode_RepeatFast) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); + return 0.0f; +} + +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +{ + ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta *= slow_factor; + if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= fast_factor; + return delta; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + g.NavWrapRequestWindow = NULL; + g.NavWrapRequestFlags = ImGuiNavMoveFlags_None; +#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 + + // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) + // (do it before we map Keyboard input!) + bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad) + { + if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f + || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) + g.NavInputSource = ImGuiInputSource_NavGamepad; + } + + // Update Keyboard->Nav inputs mapping + if (nav_keyboard_active) + { + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + if (io.KeyCtrl) + io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (io.KeyShift) + io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + #undef NAV_MAP_KEY + } + memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) + io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; + + // Process navigation init request (select first/default focus) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + NavUpdateInitResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; + + // Process navigation move request + if (g.NavMoveRequest) + NavUpdateMoveResult(); + + // 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. + if (g.NavMousePosDirty && g.NavIdIsAlive) + { + // Set mouse position given our knowledge of the navigated item position from last frame + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + { + io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); + io.WantSetMousePos = true; + } + } + g.NavMousePosDirty = false; + } + g.NavIdIsAlive = false; + g.NavJustTabbedId = 0; + IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + + // 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 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + { + IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); + if (g.ActiveId != 0) + { + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) + ClearActiveID(); + } + else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop) + { + // 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, 0); + // Reassigning with same value, we're being explicit here. + g.NavIdIsAlive = false; // -V1048 + 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 != ImGuiNavLayer_Main) + { + // 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 = g.NavFocusScopeId = 0; + } + } + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + 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 && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) + g.NavActivateId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + g.NavInputId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + g.NavMoveRequest = false; + + // Process programmatic activation request + if (g.NavNextActivateId != 0) + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + g.NavNextActivateId = 0; + + // Initiate directional inputs request + if (g.NavMoveRequestForward == ImGuiNavForward_None) + { + g.NavMoveDir = ImGuiDir_None; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; + if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + } + 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); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + 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(); + + // 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.NavMoveRequestKeyMods = io.KeyMods; + g.NavMoveDirLast = g.NavMoveDir; + } + if (g.NavMoveRequest && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + // Reassigning with same value, we're being explicit here. + g.NavInitResultId = 0; // -V1048 + g.NavDisableHighlight = false; + } + NavUpdateAnyRequestFlag(); + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + { + if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) + SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) + SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with NavScrollXXX keys + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + } + + // Reset search results + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisibleSet.Clear(); + g.NavMoveResultOther.Clear(); + + // 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.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main) + { + 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])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); + 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].ClipWithFull(window_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 nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0); + g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); + g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); + g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; + IM_ASSERT(!g.NavScoringRect.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; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { 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] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +static void ImGui::NavUpdateInitResult() +{ + // 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) + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + else + SetNavID(g.NavInitResultId, g.NavLayer, 0); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; +} + +// Apply result from previous frame navigation directional move request +static void ImGui::NavUpdateMoveResult() +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + { + // 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) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + } + 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) + result = &g.NavMoveResultLocalVisibleSet; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImVec2 delta_scroll; + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + { + 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); + } + + // 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.NavId != result->ID) + { + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; + } + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); +} + +// Handle PageUp/PageDown/Home/End keys +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) + return 0.0f; + if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) + return 0.0f; + + ImGuiWindow* window = g.NavWindow; + const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); + if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed + { + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(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); + } + 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(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(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; + } + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + ImGuiWindow* window = g.NavWrapRequestWindow; + ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags; + if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main) + { + 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); + } + } +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) + if (g.WindowsFocusOrder[i] == window) + return i; + return -1; +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.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 = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindowDockStop; + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + } + + // Gamepad update + g.NavWindowingTimer += g.IO.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsNavInputDown(ImGuiNavInput_Menu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + { + // 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)) + NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); + if (!g.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 (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + g.NavWindowingToggleLayer = true; + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) + apply_toggle_layer = true; + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 move_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (move_delta.x != 0.0f || move_delta.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.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); + MarkIniSettingsDirty(moving_window); + g.NavDisableMouseHover = true; + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop)) + { + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window); + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window only has a menu layer, select it directly + if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + // 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->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + + // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. It however persist on docking tab tabs. + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[ImGuiNavLayer_Menu] = 0; + NavRestoreLayer(new_nav_layer); + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return "(Popup)"; + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return "(Main menu bar)"; + if (window->DockNodeAsHost) + return "(Dock node)"; + return "(Untitled)"; +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, 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]; + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + 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() +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = window->DC.LastItemId; + if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case + return false; + if (g.IO.MouseDown[mouse_button] == false) + 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. + 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() + // 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. + // 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); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + 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 + g.ActiveIdUsingNavDirMask = ~(ImU32)0; + g.ActiveIdUsingNavInputMask = ~(ImU32)0; + g.ActiveIdUsingKeyInputMask = ~(ImU64)0; + } + else + { + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + BeginTooltip(); + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + { + ImGuiWindow* tooltip_window = g.CurrentWindow; + tooltip_window->SkipItems = true; + tooltip_window->HiddenFramesCanSkipItems = 1; } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize; - Begin(window_name, NULL, flags | extra_flags); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + return false; + + const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; + ImGuiID id = window->DC.LastItemId; + if (id == 0) + id = window->GetIDFromRectangle(display_rect); + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface < g.DragDropAcceptIdCurrRectSurface) + { + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } + + // Render default drop visuals + 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(); + } + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive ? &g.DragDropPayload : NULL; +} + +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + 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); + } + va_end(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 +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + 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 + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + 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. + 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)) + { + 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); + g.LogLineFirstItem = false; + } + 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; + } +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; +#endif } -void ImGui::EndTooltip() +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogType_File: + ImFileClose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + 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"); SameLine(); + PushAllowKeyboardFocus(false); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopAllowKeyboardFocus(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + + +//----------------------------------------------------------------------------- +// [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() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + +#if !IMGUI_DEBUG_INI_SETTINGS + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; +#endif + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +{ + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) + return settings; + return CreateNewWindowSettings(name); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].TypeHash == type_hash) + return &g.SettingsHandlers[handler_n]; + return NULL; +} + +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; + 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.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ReadInitFn) + g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ApplyAllFn) + g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &g.SettingsIniData); + } + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + g.Windows[i]->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls - End(); + 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; } -void ImGui::SetTooltipV(const char* fmt, va_list args) +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { - ImGuiContext& g = *GImGui; - if (g.DragDropWithinSourceOrTarget) - BeginTooltip(); - else - BeginTooltipEx(0, true); - TextV(fmt, args); - EndTooltip(); + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } } -void ImGui::SetTooltip(const char* fmt, ...) +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { - va_list args; - va_start(args, fmt); - SetTooltipV(fmt, args); - va_end(args); + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + // Write DockId as 4 digits if possible. Automatic DockId are small numbers, but full explicit DockSpace() are full ImGuiID range. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + buf->append("\n"); + } } + //----------------------------------------------------------------------------- -// [SECTION] POPUPS +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - UpdateSelectWindowViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() //----------------------------------------------------------------------------- -bool ImGui::IsPopupOpen(ImGuiID id) +ImGuiViewport* ImGui::GetMainViewport() { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + return g.Viewports[0]; } -bool ImGui::IsPopupOpen(const char* str_id) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); + for (int n = 0; n < g.Viewports.Size; n++) + if (g.Viewports[n]->ID == id) + return g.Viewports[n]; + return NULL; } -ImGuiWindow* ImGui::GetFrontMostPopupModal() +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) { ImGuiContext& g = *GImGui; - for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) - if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) - if (popup->Flags & ImGuiWindowFlags_Modal) - return popup; + for (int i = 0; i != g.Viewports.Size; i++) + if (g.Viewports[i]->PlatformHandle == platform_handle) + return g.Viewports[i]; return NULL; } -void ImGui::OpenPopup(const char* str_id) +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id)); + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + //IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); } -// 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) +static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) { + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. ImGuiContext& g = *GImGui; - ImGuiWindow* parent_window = g.CurrentWindow; - int current_stack_size = g.BeginPopupStack.Size; - ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. - popup_ref.PopupId = id; - popup_ref.Window = NULL; - popup_ref.ParentWindow = parent_window; - popup_ref.OpenFrameCount = g.FrameCount; - popup_ref.OpenParentId = parent_window->IDStack.back(); - popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); - popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} - //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); - if (g.OpenPopupStack.Size < current_stack_size + 1) +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + for (int n = 0; n < g.Windows.Size; n++) { - g.OpenPopupStack.push_back(popup_ref); + ImGuiWindow* window_behind = g.Windows[n]; + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate imgui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT + if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect()))) + TranslateWindow(g.Windows[window_n], delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); } else { - // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui - // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing - // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. - if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + for (int i = 0; i != g.Windows.Size; i++) + if (g.Windows[i]->Viewport == viewport) + ScaleWindow(g.Windows[i], scale); + } +} + +// If the back-end doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by back-end. +static ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) + best_candidate = viewport; + } + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + for (int n = 0; n < g.Viewports.Size; n++) { - g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + ImGuiViewportP* viewport = g.Viewports[n]; + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (minimized) + viewport->Flags |= ImGuiViewportFlags_Minimized; + else + viewport->Flags &= ~ImGuiViewportFlags_Minimized; + } + } + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by back-end/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + if (g.Windows[window_n]->Viewport == viewport) + { + g.Windows[window_n]->Viewport = NULL; + g.Windows[window_n]->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + g.Viewports.erase(g.Viewports.Data + n); + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_DELETE(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) + { + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. + viewport->WorkOffsetMin = viewport->CurrWorkOffsetMin; + viewport->WorkOffsetMax = viewport->CurrWorkOffsetMax; + viewport->CurrWorkOffsetMin = viewport->CurrWorkOffsetMax = ImVec2(0.0f, 0.0f); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate imgui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) { - // 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; + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); } + viewport->DpiScale = new_dpi_scale; + } - // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). - // This is equivalent to what ClosePopupToLevel() does. - //if (g.OpenPopupStack[current_stack_size].PopupId == id) - // FocusWindow(parent_window); + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + { + // Back-end failed at honoring its contract if it returned a viewport with the _NoInputs flag. + IM_ASSERT(0); + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + } + else + { + // If the back-end doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + if (g.MovingWindow) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); } -bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() { - ImGuiWindow* window = GImGui->CurrentWindow; - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + ImGuiContext& g = *GImGui; + g.PlatformIO.MainViewport = g.Viewports[0]; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) { - 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; + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); } - return false; + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindow == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + if (!viewport->PlatformRequestMove) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the back-end + ImGuiViewportP* main_viewport = g.Viewports[0]; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && !window->ParentWindow->IsFallbackWindow) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + window->Viewport = window->ParentWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback to default viewport + if (window->Viewport == NULL) + window->Viewport = main_viewport; + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow)) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; } -void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) -{ - ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.empty()) - return; +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer back-ends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the back-end to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); - // 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) - { - // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) - for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + if (is_new_platform_window) { - ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep]; - if (!popup.Window) - continue; - IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); - if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) - continue; + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; - // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow) - bool popup_or_descendent_has_focus = false; - for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_has_focus; m++) - if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow) - popup_or_descendent_has_focus = true; - if (!popup_or_descendent_has_focus) - break; + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) + viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; } + + // Clear request flags + viewport->ClearRequestFlags(); } - 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 + + // Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored. + // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab. + if (g.PlatformIO.Platform_GetWindowFocus != NULL) { - //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); - ClosePopupToLevel(popup_count_to_keep, false); + ImGuiViewportP* focused_viewport = NULL; + for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + if (viewport->PlatformWindowCreated) + if (g.PlatformIO.Platform_GetWindowFocus(viewport)) + focused_viewport = viewport; + } + + // Store a tag so we can infer z-order easily from all our windows + if (focused_viewport && focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) + focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; } } -void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under) +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) { - IM_ASSERT(remaining >= 0); - ImGuiContext& g = *GImGui; - ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; - g.OpenPopupStack.resize(remaining); - - // FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely. - // Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing. - // The current code will set focus to the parent of the popup window which is incorrect. - // It rarely manifested until now because UpdateMouseMovingWindow() would call FocusWindow() again on the clicked window, - // leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again. - // However if the clicked window has the _NoMove flag set we would be left with B focused. - // For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway, - // but we should inspect and fix this properly. - if (apply_focus_to_window_under) + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_Minimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) { - if (g.NavLayer == 0) - focus_window = NavRestoreLastChildNavWindow(focus_window); - FocusWindow(focus_window); + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_Minimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); } } -// Close the popup we have begin-ed into. -void ImGui::CloseCurrentPopup() +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) { ImGuiContext& g = *GImGui; - int popup_idx = g.BeginPopupStack.Size - 1; - if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) - return; - - // Closing a menu closes its top-most parent popup (unless a modal) - while (popup_idx > 0) + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { - ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; - ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; - bool close_parent = false; - if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) - if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) - close_parent = true; - if (!close_parent) - break; - popup_idx--; + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; } - //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); - ClosePopupToLevel(popup_idx, true); - - // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. - // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. - // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. - if (ImGuiWindow* window = g.NavWindow) - window->DC.NavHideHighlightOneFrame = true; + return -1; } -bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) { ImGuiContext& g = *GImGui; - if (!IsPopupOpen(id)) - { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values - return false; - } - char name[20]; - if (extra_flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // 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 + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; - bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); - if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) - EndPopup(); + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; - return is_open; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; } -bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) { - ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance - { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values - return false; - } - flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; - return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); } -// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. -// Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. -bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = window->GetID(name); - if (!IsPopupOpen(id)) + if (viewport->PlatformWindowCreated) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values - return false; - } - - // Center modal windows by default - // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if (g.NextWindowData.PosCond == 0) - SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings; - 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) + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The right-er way may be to leave it to the back-end to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else { - EndPopup(); - if (is_open) - ClosePopupToLevel(g.BeginPopupStack.Size, true); - return false; + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); } - return is_open; + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); } -void ImGui::EndPopup() +void ImGui::DestroyPlatformWindows() { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow->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); - - End(); + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform back-end code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the back-end can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (int i = 0; i < g.Viewports.Size; i++) + DestroyPlatformWindow(g.Viewports[i]); } -// 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) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - 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) - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); -} -bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) -{ - if (!str_id) - str_id = "window_context"; - ImGuiID id = GImGui->CurrentWindow->GetID(str_id); - if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - if (also_over_items || !IsAnyItemHovered()) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); -} +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- -bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) -{ - if (!str_id) - str_id = "void_context"; - ImGuiID id = GImGui->CurrentWindow->GetID(str_id); - if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) - OpenPopupEx(id); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); -} +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- -ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow*) +enum ImGuiDockRequestType { - ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; - ImRect r_screen = GetViewportRect(); - 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; -} + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; -// 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. -ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +struct ImGuiDockRequest { - ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); - //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); - //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; - // Combo Box policy (we want a connecting edge) - if (policy == ImGuiPopupPositionPolicy_ComboBox) + ImGuiDockRequest() { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) - { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? - continue; - ImVec2 pos; - if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) - if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right - if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left - if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left - if (!r_outer.Contains(ImRect(pos, pos + size))) - continue; - *last_dir = dir; - return pos; - } + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; } +}; - // 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++) - { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? - continue; - 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; - } +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() - // Fallback, try to keep within display - *last_dir = ImGuiDir_None; - 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; -} + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; -ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedWindowId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { ID = ParentNodeId = ParentWindowId = SelectedWindowId = 0; SplitAxis = ImGuiAxis_None; Depth = 0; Flags = ImGuiDockNodeFlags_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui { - ImGuiContext& g = *GImGui; + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes = false); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); - ImRect r_outer = GetWindowAllowedExtentRect(window); - if (window->Flags & ImGuiWindowFlags_ChildMenu) - { - // Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will 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]; - float horizontal_overlap = g.Style.ItemSpacing.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()); - 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); - } - 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); - } - if (window->Flags & ImGuiWindowFlags_Tooltip) - { - // Position tooltip (always follows mouse) - float sc = g.Style.MouseCursorScale; - ImVec2 ref_pos = NavCalcPreferredRefPos(); - ImRect r_avoid; - if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) - r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); - else - r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. - 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; - } - IM_ASSERT(0); - return window->Pos; + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); } //----------------------------------------------------------------------------- -// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// Docking: ImGuiDockContext //----------------------------------------------------------------------------- - -// (this section is filled in the 'viewport' and 'docking' branches) - +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. //----------------------------------------------------------------------------- -// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextUpdateUndocking() +// - DockContextUpdateDocking() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() //----------------------------------------------------------------------------- -ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +void ImGui::DockContextInitialize(ImGuiContext* ctx) { - if (ImFabs(dx) > ImFabs(dy)) - return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; - return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); } -static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +void ImGui::DockContextShutdown(ImGuiContext* ctx) { - if (a1 < b0) - return a1 - b0; - if (b1 < a0) - return a0 - b1; - return 0.0f; + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); } -static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) { - if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + IMGUI_DEBUG_LOG_DOCKING("DockContextRebuild()\n"); + ImGuiDockContext* dc = &ctx->DockContext; + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) { - 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); + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; } - else + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) { - 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); + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (int n = 0; n < dc->Requests.Size; n++) + { + ImGuiDockRequest* req = &dc->Requests[n]; + if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req->UndockTargetWindow); + else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode) + DockContextProcessUndockNode(ctx, req->UndockTargetNode); } } -// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +// Docking context update function, called by NewFrame() +void ImGui::DockContextUpdateDocking(ImGuiContext* ctx) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.NavLayer != window->DC.NavLayerCurrent) - 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++; + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; - // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring - if (window->ParentWindow == g.NavWindow) + // Store hovered dock node. We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + g.HoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) { - IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); - if (!window->ClipRect.Contains(cand)) - return false; - cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + if (hovered_window->DockNodeAsHost) + g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindowDockStop->DockNode) + g.HoveredDockNode = hovered_window->RootWindowDockStop->DockNode; } - // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) - // For example, this ensure that items in one column are not reached when moving vertically from items in another column. - NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); + // Process Docking requests + for (int n = 0; n < dc->Requests.Size; n++) + if (dc->Requests[n].Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &dc->Requests[n]); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry. We should poke in ctx->Nodes to find a suitable ID faster. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); - // Compute distance between boxes - // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. - float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); - float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items - if (dby != 0.0f && dbx != 0.0f) - dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); - float dist_box = ImFabs(dbx) + ImFabs(dby); + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} - // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) - float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); - float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); - float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; - // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance - ImGuiDir quadrant; - float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; - if (dbx != 0.0f || dby != 0.0f) + IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) { - // For non-overlapping boxes, use distance between boxes - dax = dbx; - day = dby; - dist_axial = dist_box; - quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); } - else if (dcx != 0.0f || dcy != 0.0f) + else { - // For overlapping boxes with different centers, use distance between centers - dax = dcx; - day = dcy; - dist_axial = dist_center; - quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); } - else +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { - // 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; + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; } -#if IMGUI_DEBUG_NAV_SCORING - char buf[128]; - if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { - ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); - draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); - draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; } - else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { - if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } - if (quadrant == g.NavMoveDir) + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) { - ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = ImGui::GetOverlayDrawList(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); + IMGUI_DEBUG_LOG_DOCKING("DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; } } - #endif +} - // Is it in the quadrant we're interesting in moving to? - bool new_best = false; - if (quadrant == g.NavMoveDir) +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) { - // Does it beat the current best candidate? - if (dist_box < result->DistBox) - { - result->DistBox = dist_box; - result->DistCenter = dist_center; - return true; - } - if (dist_box == result->DistBox) - { - // Try using distance between center points to break ties - if (dist_center < result->DistCenter) - { - result->DistCenter = dist_center; - new_best = true; - } - else if (dist_center == result->DistCenter) - { - // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items - // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), - // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. - if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance - new_best = true; - } - } + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedWindowId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->LocalFlags |= (settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); } +} - // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches - // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) - // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. - // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. - // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? - if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match - if (g.NavLayer == 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)) - { - result->DistAxial = dist_axial; - new_best = true; - } +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- - return new_best; +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); } -// 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) +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) { - 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; + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} - const ImGuiItemFlags item_flags = window->DC.ItemFlags; - const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} - // Process Init Request - if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) - { - // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) - { - g.NavInitResultId = id; - g.NavInitResultRectRel = nav_bb_rel; - } - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Requests.Size; n++) + if (dc->Requests[n].DockTargetNode == node) + dc->Requests[n].Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window ? payload_window->Name : "NULL", req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->ID; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) { - g.NavInitRequest = false; // Found a match, clear request - NavUpdateAnyRequestFlag(); + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; } } - // 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_NoNav)) + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) { - 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) - g.NavMoveDir = g.NavMoveDirLast; - bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; -#else - bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); -#endif - if (new_best) + // Split into one, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar; + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) { - result->ID = id; - result->Window = window; - result->RectRel = nav_bb_rel; + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); } - 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)) + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) { - result = &g.NavMoveResultLocalVisibleSet; - result->ID = id; - result->Window = window; - result->RectRel = nav_bb_rel; + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + node->LocalFlags &= ~ImGuiDockNodeFlags_CentralNode; + last_focused_root_node->CentralNode = last_focused_node; } - } - // Update window-relative bounding box of navigated item - if (g.NavId == id) + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else { - g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. - g.NavLayer = window->DC.NavLayerCurrent; - g.NavIdIsAlive = true; - g.NavIdTabCounter = window->FocusIdxTabCounter; - window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; } -} - -bool ImGui::NavMoveRequestButNoResultYet() -{ - ImGuiContext& g = *GImGui; - return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; -} -void ImGui::NavMoveRequestCancel() -{ - ImGuiContext& g = *GImGui; - g.NavMoveRequest = false; - NavUpdateAnyRequestFlag(); + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); } -void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); - ImGui::NavMoveRequestCancel(); - g.NavMoveDir = move_dir; - g.NavMoveClipDir = clip_dir; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - g.NavMoveRequestFlags = move_flags; - g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + IM_UNUSED(ctx); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockTabIsVisible = false; + MarkIniSettingsDirty(); } -void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { - ImGuiContext& g = *GImGui; - if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) - return; - IM_ASSERT(move_flags != 0); // No points calling this with no wrapping - ImRect bb_rel = window->NavRectRel[0]; + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); - ImGuiDir clip_dir = g.NavMoveDir; - if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + if (node->IsRootNode() || node->IsCentralNode()) { - bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - 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); + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + for (int n = 0; n < new_node->Windows.Size; n++) + UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL); + node = new_node; } - if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + else { - 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); + // Otherwise extract our node and merging our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; } - if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_Window; + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (split_outer) { - bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - 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); + IM_ASSERT(0); } - if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + else { - 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); + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; } + return false; } -static void ImGui::NavSaveLastChildNavWindow(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) - parent_window = parent_window->ParentWindow; - if (parent_window && parent_window != nav_window) - parent_window->NavLastChildNavWindow = nav_window; -} +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateVisibleFlagAndInactiveChilds() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- -// Call when we are expected to land on Layer 0 after FocusWindow() -static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +ImGuiDockNode::ImGuiDockNode(ImGuiID id) { - return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; + ID = id; + SharedFlags = LocalFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = EnableCloseButton = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; + MarkedForPosSizeWrite = false; } -static void NavRestoreLayer(ImGuiNavLayer layer) +ImGuiDockNode::~ImGuiDockNode() { - ImGuiContext& g = *GImGui; - g.NavLayer = layer; - if (layer == 0) - g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); - if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) - ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); - else - ImGui::NavInitWindow(g.NavWindow, true); + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; } -static inline void ImGui::NavUpdateAnyRequestFlag() +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); - if (g.NavAnyRequest) - IM_ASSERT(g.NavWindow != NULL); + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->ID); + return tab ? tab_bar->GetTabOrder(tab) : -1; } -// This needs to be called before we submit any widget (aka in or before Begin) -void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) { - ImGuiContext& g = *GImGui; - IM_ASSERT(window == g.NavWindow); - 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 (init_for_nav) + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // If more than 2 windows appeared on the same frame, we'll create a new hosting DockNode from the point of the second window submission. + // Then we need to hide the first window (after its been output) otherwise it would be visible as a standalone window for one frame. + if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false) { - SetNavID(0, g.NavLayer); - g.NavInitRequest = true; - g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavInitResultRectRel = ImRect(); - NavUpdateAnyRequestFlag(); + node->Windows[0]->Hidden = true; + node->Windows[0]->HiddenFramesCanSkipItems = 1; } - else + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) { - g.NavId = window->NavLastIds[0]; + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); } -static ImVec2 ImGui::NavCalcPreferredRefPos() +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) { ImGuiContext& g = *GImGui; - if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindow == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, NULL); // Update immediately + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) { - // 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; + TabBarRemoveTab(node->TabBar, window->ID); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); } - else + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) { - // 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. + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; } -} -float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) -{ - ImGuiContext& g = *GImGui; - if (mode == ImGuiInputReadMode_Down) - return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + if (node->HostWindow->ViewportOwned && node->IsRootNode()) + { + // Transfer viewport back to the remaining loose window + IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow); + node->HostWindow->Viewport->Window = remaining_window; + node->HostWindow->Viewport->ID = remaining_window->ID; + } + remaining_window->Collapsed = node->HostWindow->Collapsed; + } - const float t = g.IO.NavInputsDownDuration[n]; - if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. - return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); - if (t < 0.0f) - return 0.0f; - if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. - return (t == 0.0f) ? 1.0f : 0.0f; - if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); - if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); - if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); - return 0.0f; + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); } -ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) { - ImVec2 delta(0.0f, 0.0f); - if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); - if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta *= slow_factor; - if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= fast_factor; - return delta; + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; } -// Scroll to keep newly navigated item fully into view -// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. -static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) { - ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); - //GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - if (window_rect.Contains(item_rect)) - return; + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size == src_node->TabBar->Tabs.Size); - ImGuiContext& g = *GImGui; - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) { - window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 0.0f; + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; } - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + + for (int n = 0; n < src_node->Windows.Size; n++) { - window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 1.0f; + ImGuiWindow* window = src_tab_bar ? src_tab_bar->Tabs[n].Window : src_node->Windows[n]; + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, move_tab_bar ? false : true); } - if (item_rect.Min.y < window_rect.Min.y) + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) { - window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 0.0f; + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); } - else if (item_rect.Max.y >= window_rect.Max.y) +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (int n = 0; n < node->Windows.Size; n++) { - window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 1.0f; + SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always); } } -static void ImGui::NavUpdate() +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) { - 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 - - // 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) - g.NavInputSource = ImGuiInputSource_NavGamepad; - - // Update Keyboard->Nav inputs mapping - if (nav_keyboard_active) + if (node->HostWindow) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } - NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); - NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); - NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); - NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); - NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); - NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); - NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; - #undef NAV_MAP_KEY + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; } - memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.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; - // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + if (node->Windows.Size == 1) { - // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - IM_ASSERT(g.NavWindow); - if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); - else - SetNavID(g.NavInitResultId, g.NavLayer); - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; } - g.NavInitRequest = false; - g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavJustMovedToId = 0; - // Process navigation move request - if (g.NavMoveRequest) - NavUpdateMoveResult(); + if (node->TabBar) + DockNodeRemoveTabBar(node); +} - // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame - if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeFindInfoResults +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeFindInfoResults() { CentralNode = FirstNodeWithWindows = NULL; CountNodesWithWindows = 0; } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeFindInfoResults* results) +{ + if (node->Windows.Size > 0) { - IM_ASSERT(g.NavMoveRequest); - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) - g.NavDisableHighlight = false; - g.NavMoveRequestForward = ImGuiNavForward_None; + if (results->FirstNodeWithWindows == NULL) + results->FirstNodeWithWindows = node; + results->CountNodesWithWindows++; } - - // Apply application mouse position movement, after we had a chance to process move request result. - if (g.NavMousePosDirty && g.NavIdIsAlive) + if (node->IsCentralNode()) { - // 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) - { - g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); - g.IO.WantSetMousePos = true; - } - } - g.NavMousePosDirty = false; + IM_ASSERT(results->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + results->CentralNode = node; } - g.NavIdIsAlive = false; - g.NavJustTabbedId = 0; - IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + if (results->CountNodesWithWindows > 1 && results->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], results); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], results); +} - // 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 - if (g.NavWindow) - NavSaveLastChildNavWindow(g.NavWindow); - if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) - g.NavWindow->NavLastChildNavWindow = NULL; +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n]->ID == id) + return node->Windows[n]; + return NULL; +} - // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) - NavUpdateWindowing(); +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); - // 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); + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; - // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + if (node->ChildNodes[0]) + DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[1]); + + // Remove inactive windows + // Merge node flags overrides stored in windows + for (int window_n = 0; window_n < node->Windows.Size; window_n++) { - 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) + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; } 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; + node->LocalFlags &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlags |= window->WindowClass.DockNodeFlagsOverrideSet; } } - // Process manual activation request - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; - if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar; + else if (node->WantHiddenTabBarToggle) + node->LocalFlags ^= ImGuiDockNodeFlags_HiddenTabBar; + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateVisibleFlagAndInactiveChilds(node); + + // FIXME-DOCK: Merge this scan into the one above. + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + ImGuiDockNodeFindInfoResults results; + DockNodeFindInfo(node, &results); + node->CentralNode = results.CentralNode; + node->OnlyNodeWithWindows = (results.CountNodesWithWindows == 1) ? results.FirstNodeWithWindows : NULL; + if (node->LastFocusedNodeId == 0 && results.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = results.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = results.FirstNodeWithWindows) { - bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); - if (g.ActiveId == 0 && activate_pressed) - g.NavActivateId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) - g.NavActivateDownId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) - g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) - g.NavInputId = g.NavId; + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } } - if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - g.NavDisableHighlight = true; - if (g.NavActivateId != 0) - IM_ASSERT(g.NavActivateDownId == g.NavActivateId); - g.NavMoveRequest = false; +} - // Process programmatic activation request - if (g.NavNextActivateId != 0) - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; - g.NavNextActivateId = 0; +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->MarkedForPosSizeWrite = false; - // Initiate directional inputs request - const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; - if (g.NavMoveRequestForward == ImGuiNavForward_None) + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->Windows.Size <= 1 && node->IsFloatingNode() && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (want_to_hide_host_window) { - g.NavMoveDir = ImGuiDir_None; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (node->Windows.Size == 1) { - if ((allowed_dir_flags & (1<Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } } - 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 scroll - float nav_scoring_rect_offset_y = 0.0f; - if (nav_keyboard_active) - nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags); + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = node->EnableCloseButton = false; + node->LastFrameActive = g.FrameCount; - // 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 (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; } - if (g.NavMoveRequest && g.NavId == 0) - { - g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; - g.NavDisableHighlight = false; + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } } - NavUpdateAnyRequestFlag(); - // Scrolling - if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) { - // *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) + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + node->EnableCloseButton = false; + node->HasCloseButton = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; + node->HasWindowMenuButton = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + node->EnableCloseButton = false; + node->HasCloseButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) { - if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); - if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + ImGuiWindow* window = node->Windows[window_n]; + window->DockIsActive = (node->Windows.Size > 1); + node->EnableCloseButton |= window->HasCloseButton; } - // *Normal* Manual scroll with NavScrollXXX keys - // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); - if (scroll_dir.x != 0.0f && window->ScrollbarX) + if (node->IsRootNode() && node->IsVisible) { - SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); - g.NavMoveFromClampedRefRect = true; + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + node->HostWindow = host_window = g.CurrentWindow; + host_window->DockNodeAsHost = node; + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; } - if (scroll_dir.y != 0.0f) + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window) + node->LastFocusedNodeId = g.NavWindow->RootWindowDockStop->DockNode->ID; + + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size after + // processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg) + { + host_window->DrawList->ChannelsSplit(2); + host_window->DrawList->ChannelsSetCurrent(1); + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + const ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // Add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImRect central_hole(central_node->Pos, central_node->Pos + central_node->Size); + central_hole.Expand(ImVec2(-WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, -WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)); + if (central_node_hole && !central_hole.IsInverted()) { - SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); - g.NavMoveFromClampedRefRect = true; + SetWindowHitTestHole(host_window, central_hole.Min, central_hole.Max - central_hole.Min); + SetWindowHitTestHole(host_window->ParentWindow, central_hole.Min, central_hole.Max - central_hole.Min); } } - // 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) + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) { - ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.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; + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + DockNodeTreeUpdateSplitter(node); } - // 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(). - //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] - g.NavScoringCount = 0; -#if IMGUI_DEBUG_NAV_RECTS - if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] - if (g.NavWindow) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } -#endif -} + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible && !(node_flags & ImGuiDockNodeFlags_PassthruCentralNode)) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_DockingEmptyBg)); -// Apply result from previous frame navigation directional move request -static void ImGui::NavUpdateMoveResult() -{ - ImGuiContext& g = *GImGui; - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + if (render_dockspace_bg && node->IsVisible) { - // 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) - { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - } - return; + host_window->DrawList->ChannelsSetCurrent(0); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + host_window->DrawList->ChannelsMerge(); } - // Select which result to use - ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + // Draw and populate Tab Bar + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->ID; - // 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) - result = &g.NavMoveResultLocalVisibleSet; + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindow != host_window)) + BeginDockableDragDropTarget(host_window); - // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. - if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) - if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) - result = &g.NavMoveResultOther; - IM_ASSERT(g.NavWindow && result->Window); + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; - // Scroll to keep newly navigated item fully into view. - if (g.NavLayer == 0) + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) { - ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - NavScrollToBringItemIntoView(result->Window, rect_abs); - - // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); - ImVec2 delta_scroll = result->Window->Scroll - next_scroll; - result->RectRel.Translate(delta_scroll); + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); - // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). - if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); } - ClearActiveID(); - g.NavWindow = result->Window; - SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); - g.NavJustMovedToId = result->ID; - g.NavMoveFromClampedRefRect = false; + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); } -static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) +static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) { + // Try to position the menu so it is more likely to stays within the same viewport ImGuiContext& g = *GImGui; - if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) + ImGuiID ret_tab_id = 0; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) { - ImGuiWindow* window = g.NavWindow; - bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - if (page_up_held != page_down_held) // If either (not both) are pressed + node->IsFocused = true; + if (tab_bar->Tabs.Size == 1) { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) - { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight()); - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight()); - } - else + if (MenuItem("Hide tab bar", NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { - const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerClipRect.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, we intentionally request the opposite 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, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - return nav_scoring_rect_offset_y; + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->Window != NULL); + if (Selectable(tab->Window->Name, tab->ID == tab_bar->SelectedTabId)) + ret_tab_id = tab->ID; + SameLine(); + Text(" "); } } + EndPopup(); } - return 0.0f; + return ret_tab_id; } -static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) - if (g.WindowsFocusOrder[i] == window) - return i; - return -1; -} + ImGuiStyle& style = g.Style; -static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) -{ - ImGuiContext& g = *GImGui; - for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) - if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) - return g.WindowsFocusOrder[i]; - return NULL; -} + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; -static void NavUpdateWindowingHighlightWindow(int focus_change_dir) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindowingTarget); - if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (g.NavWindowingTarget) + is_focused = (g.NavWindowingTarget->DockNode == node); + else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindow && root_node->LastFocusedNodeId == node->ID) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->ID; + } return; + } - const int i_current = FindWindowFocusIndex(g.NavWindowingTarget); - ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); - if (!window_target) - window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); - if (window_target) // Don't reset windowing target if there's a single window in the list - g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; - g.NavWindowingToggleLayer = false; -} + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } -// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer) -static void ImGui::NavUpdateWindowing() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* apply_focus_window = NULL; - bool apply_toggle_layer = false; + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; - ImGuiWindow* modal_window = GetFrontMostPopupModal(); - if (modal_window != NULL) + const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + const bool has_close_button = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) { - g.NavWindowingTarget = NULL; - return; + if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar)) + focus_tab_id = tab_bar->NextSelectedTabId = tab_id; + is_focused |= node->IsFocused; } - // Fade out - if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos); + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, ImDrawCornerFlags_Top); + + // Docking/Collapse button + if (has_window_menu_button) { - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); - if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) - g.NavWindowingTargetAnim = NULL; + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; } - // 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); - 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.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; - g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; - } + // Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (g.NavWindow && g.NavWindow->RootWindowDockStop == window) + tab_bar->SelectedTabId = window->ID; + if (TabBarFindTabByID(tab_bar, window->ID) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } - // Gamepad update - g.NavWindowingTimer += g.IO.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) { - // 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)); + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } - // Select window to focus - const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); - if (focus_change_dir != 0) + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->ID; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) { - NavUpdateWindowingHighlightWindow(focus_change_dir); - g.NavWindowingHighlightAlpha = 1.0f; + ImGuiTabItemFlags tab_item_flags = 0; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->ID; + if (tab_bar->VisibleTabId == window->ID) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = host_window->DC.LastItemStatusFlags; + window->DockTabItemRect = host_window->DC.LastItemRect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindowDockStop == window && (window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->ID; } + } - // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) - if (!IsNavInputDown(ImGuiNavInput_Menu)) + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->ID may be != from tab_bar->SelectedTabId + if (has_close_button && node->VisibleWindow) + { + if (!node->VisibleWindow->HasCloseButton) { - g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. - if (g.NavWindowingToggleLayer && g.NavWindow) - apply_toggle_layer = true; - else if (!g.NavWindowingToggleLayer) - apply_focus_window = g.NavWindowingTarget; - g.NavWindowingTarget = NULL; + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.5f)); + } + const float button_sz = g.FontSize; + if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x * 2.0f - button_sz, 0.0f))) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId)) + { + node->WantCloseTabId = tab->ID; + TabBarCloseTab(tab_bar, tab); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!node->VisibleWindow->HasCloseButton) + { + PopStyleColor(); + PopItemFlag(); } } - // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) { - // 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)) - NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); - if (!g.IO.KeyCtrl) - apply_focus_window = g.NavWindowingTarget; + bool held; + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held); + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window, node, false); + } } - // 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 ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) - if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) - apply_toggle_layer = true; + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; - // Move window - if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) - { - ImVec2 move_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); - if (move_delta.x != 0.0f || move_delta.y != 0.0f) + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) { - 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 - g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; - g.NavDisableMouseHover = true; - MarkIniSettingsDirty(g.NavWindowingTarget); + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); } - } - // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); - ClosePopupsOverWindow(apply_focus_window); - FocusWindow(apply_focus_window); - if (apply_focus_window->NavLastIds[0] == 0) - NavInitWindow(apply_focus_window, false); + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} - // If the window only has a menu layer, select it directly - if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) - g.NavLayer = ImGuiNavLayer_Menu; +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + return true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + return true; + return false; } - if (apply_focus_window) - g.NavWindowingTarget = NULL; - // Apply menu/layer toggle - if (apply_toggle_layer && g.NavWindow) + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) { - // Move to parent menu if necessary - ImGuiWindow* new_nav_window = g.NavWindow; - while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 - && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 - && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) - new_nav_window = new_nav_window->ParentWindow; - if (new_nav_window != g.NavWindow) - { - ImGuiWindow* old_nav_window = g.NavWindow; - FocusWindow(new_nav_window); - new_nav_window->NavLastChildNavWindow = old_nav_window; - } - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main); + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; } + return false; } -// Window has already passed the IsWindowNavFocusable() -static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents, may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos) { - if (window->Flags & ImGuiWindowFlags_Popup) - return "(Popup)"; - if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) - return "(Main menu bar)"; - return "(Untitled)"; + ImGuiContext& g = *GImGui; + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + ImVec2 window_menu_button_pos = r.Min; + r.Min.x += g.Style.FramePadding.x; + r.Max.x -= g.Style.FramePadding.x; + if (node->HasCloseButton) + { + r.Max.x -= g.FontSize;// +1.0f; // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. + } + if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a docking tab bar. Instead we adjusted RenderArrowDockMenu() + } + else if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Right) + { + r.Max.x -= g.FontSize + g.Style.FramePadding.x; + window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } } -// Overlay displayed when using CTRL+TAB. Called by EndFrame(). -void ImGui::NavUpdateWindowingList() +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindowingTarget != NULL); + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; - if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) - return; + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_FLOOR(w_avail * 0.5f); + size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); + } - if (g.NavWindowingList == NULL) - g.NavWindowingList = 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)); - 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--) + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) { - ImGuiWindow* window = g.WindowsFocusOrder[n]; - if (!IsWindowNavFocusable(window)) - continue; - const char* label = window->Name; - if (label == FindRenderedTextEnd(label)) - label = GetFallbackWindowNameForWindowingList(window); - Selectable(label, g.NavWindowingTarget == window); + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; } - End(); - PopStyleVar(); } -//----------------------------------------------------------------------------- -// [SECTION] COLUMNS -// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. -//----------------------------------------------------------------------------- - -void ImGui::NextColumn() +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.ColumnsSet == NULL) - return; - ImGuiContext& g = *GImGui; - PopItemWidth(); - PopClipRect(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (++columns->Current < columns->Count) + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) { - // Columns 1+ cancel out IndentX - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; - window->DrawList->ChannelsSetCurrent(columns->Current); + //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImFloor(hs_w * 0.15f); + //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImFloor(hs_for_central_nodes * 1.50f); + hs_h = ImFloor(hs_for_central_nodes * 0.80f); + off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h)); } else { - window->DC.ColumnsOffset.x = 0.0f; - window->DrawList->ChannelsSetCurrent(0); - columns->Current = 0; - columns->LineMinY = columns->LineMaxY; + hs_w = ImFloor(hs_for_central_nodes); + hs_h = ImFloor(hs_for_central_nodes * 0.90f); + off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); } - 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.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = 0.0f; - PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); // FIXME: Move on columns setup -} + ImVec2 c = ImFloor(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } -int ImGui::GetColumnIndex() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0; -} + if (test_mouse_pos == NULL) + return false; -int ImGui::GetColumnsCount() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1; -} + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImFloor(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + ImGuiDockNode* root_payload_as_host = root_payload->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->GetMergedFlags() : root_payload->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->GetMergedFlags() : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && root_payload_as_host && root_payload_as_host->IsSplitNode() && (root_payload_as_host->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther)) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } -static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm) -{ - return offset_norm * (columns->MaxX - columns->MinX); -} + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; -static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset) -{ - return offset / (columns->MaxX - columns->MinX); -} + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, root_payload->Size); -static inline float GetColumnsRectHalfWidth() { return 4.0f; } + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} -static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index) +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) { - // 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)); + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); - if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; - return x; -} + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); -float ImGui::GetColumnOffset(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); + // Draw main preview rectangle + const ImU32 overlay_col_tabs = GetColorU32(ImGuiCol_TabActive); + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding); + } - const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->MinX, columns->MaxX, t); - return x_offset; -} + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar + } -static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false) -{ - if (column_index < 0) - column_index = columns->Current; + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size == root_payload->DockNodeAsHost->TabBar->Tabs.Size); + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // Calculate the tab bounding box for each payload window + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar->Tabs[payload_n].Window : root_payload; + if (!DockNodeIsDropAllowedOne(payload, host_window)) + continue; - 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 OffsetNormToPixels(columns, offset_norm); -} + ImVec2 tab_size = TabItemCalcSize(payload->Name, payload->HasCloseButton); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload->Name, 0, 0, false); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + } + } -float ImGui::GetColumnWidth(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } - if (column_index < 0) - column_index = columns->Current; - return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); + // Stop after ImGuiDir_None + if ((host_node && (host_node->GetMergedFlags() & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) + return; + } } -void ImGui::SetColumnOffset(int column_index, float offset) +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); + IM_ASSERT(split_axis != ImGuiAxis_None); - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; - 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; + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; - if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX); + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; - if (preserve_width) - SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); -} + float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); -void ImGui::SetColumnWidth(int column_index, float width) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); - if (column_index < 0) - column_index = columns->Current; - SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; } -void ImGui::PushColumnClipRect(int column_index) +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) { - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - if (column_index < 0) - column_index = columns->Current; + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); - PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false); -} + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; -static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id) -{ - for (int n = 0; n < window->ColumnsStorage.Size; n++) - if (window->ColumnsStorage[n].ID == id) - return &window->ColumnsStorage[n]; + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; - window->ColumnsStorage.push_back(ImGuiColumnsSet()); - ImGuiColumnsSet* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } } -void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(columns_count > 1); - IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported + // During the regular dock node update we write to all nodes. + // 'only_write_to_marked_nodes' is only set when turning a node visible mid-frame and we need its size right-away. + const bool write_to_node = (only_write_to_marked_nodes == false) || (node->MarkedForPosSizeWrite); + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } - // 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(); + if (node->IsLeafNode()) + return; - // Acquire storage for the columns set - ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id); - IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; - window->DC.ColumnsSet = columns; + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + if (child_0->IsVisible && child_1->IsVisible) + { + const float spacing = DOCKING_SPLITTER_SIZE; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); - // Set state for first column - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); - columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range - columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); - columns->StartPosY = window->DC.CursorPos.y; - columns->StartMaxPosX = window->DC.CursorMaxPos.x; - columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + ImGuiContext& g = *GImGui; + const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); - // Clear data if columns count changed - if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) - columns->Columns.resize(0); + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float ratio_0 = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * ratio_0); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } - // Initialize defaults - 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++) + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_1->IsCentralNode() && child_0->SizeRef[axis] != 0.0f) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_0->IsCentralNode() && child_1->SizeRef[axis] != 0.0f) { - ImGuiColumnData column; - column.OffsetNorm = n / (float)columns_count; - columns->Columns.push_back(column); + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5F)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; } + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; - for (int n = 0; n < columns_count; n++) + if (child_0->IsVisible) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1->IsVisible) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f); - 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); + touching_nodes->push_back(node); + return; } - - window->DrawList->ChannelsSplit(columns->Count); - PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); } -void ImGui::EndColumns() +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) { + if (node->IsLeafNode()) + return; + ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiColumnsSet* columns = window->DC.ColumnsSet; - IM_ASSERT(columns != NULL); - - PopItemWidth(); - PopClipRect(); - window->DrawList->ChannelsMerge(); - - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; - if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->StartMaxPosX; // Restore cursor max pos, as columns don't grow parent - - // Draw columns borders and handle resize - bool is_being_resized = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) - { - const float y1 = columns->StartPosY; - const float y2 = window->DC.CursorPos.y; - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction - const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_rect, column_id, false)) - continue; - bool hovered = false, held = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->GetMergedFlags() | child_1->GetMergedFlags(); + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) { - ButtonBehavior(column_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize)) - dragging_column = n; + // Only process when splitter is active + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + /* + // [DEBUG] Render limits + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + for (int n = 0; n < 2; n++) + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + */ } - // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.) - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; - window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col); + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + return NULL; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; - // 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 the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext* ctx = GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id)) + if (new_node->IsSplitNode()) { - 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); + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } } - } - columns->IsBeingResized = is_being_resized; - window->DC.ColumnsSet = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; } -// [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) +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); + IM_ASSERT(id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); + if (!node) + { + IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id); + node = DockContextAddNode(ctx, id); + node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags) + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; return; + } + node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; - if (window->DC.ColumnsSet != NULL) - EndColumns(); + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK Why do we need a child window to host a dockspace, could we host it in the existing window? + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); + + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? + if (node->Windows.Size > 0 || node->IsSplitNode()) + PushStyleColor(ImGuiCol_ChildBg, IM_COL32(0, 0, 0, 0)); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + if (node->Windows.Size > 0 || node->IsSplitNode()) + PopStyleColor(); + + ImGuiWindow* host_window = g.CurrentWindow; + host_window->DockNodeAsHost = node; + host_window->ChildId = window->GetID(title); + node->HostWindow = host_window; + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + + // Update the node + DockNodeUpdate(node); + + g.WithinEndChild = true; + End(); + ItemSize(size); + g.WithinEndChild = false; +} - if (columns_count != 1) - BeginColumns(id, columns_count, flags); +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a menu bar. +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + SetNextWindowPos(viewport->GetWorkPos()); + SetNextWindowSize(viewport->GetWorkSize()); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + ImGuiID dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + End(); + + return dockspace_id; } //----------------------------------------------------------------------------- -// [SECTION] DRAG AND DROP +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() //----------------------------------------------------------------------------- -void ImGui::ClearDragDrop() +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) { - ImGuiContext& g = *GImGui; - g.DragDropActive = false; - g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = ImGuiDragDropFlags_None; - g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropAcceptFrameCount = -1; + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + SetWindowDock(window, node_id, ImGuiCond_Always); + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettings(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + settings->DockId = node_id; + settings->DockOrder = -1; + } +} - g.DragDropPayloadBufHeap.clear(); - memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext* ctx = GImGui; + return DockContextFindNodeByID(ctx, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; } -// 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() -bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext* ctx = GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} - 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 - return false; - if (g.IO.MouseDown[mouse_button] == false) - return false; +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockNode* node = NULL; - 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. - if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) - { - IM_ASSERT(0); - return false; - } + if (id != 0) + DockBuilderRemoveNode(id); - // Magic fallback (=somehow reprehensible) 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. - // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. - bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0; - if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; - source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); - if (is_hovered) - SetHoveredID(source_id); - if (is_hovered && g.IO.MouseClicked[mouse_button]) - { - SetActiveID(source_id, window); - FocusWindow(window); - } - if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. - g.ActiveIdAllowOverlap = is_hovered; - } - else - { - g.ActiveIdAllowOverlap = false; - } - if (g.ActiveId != source_id) - return false; - source_parent_id = window->IDStack.back(); - source_drag_active = IsMouseDragging(mouse_button); + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(ctx, id); } else { - window = NULL; - source_id = ImHashStr("#SourceExtern", 0); - source_drag_active = true; + node = DockContextAddNode(ctx, id); + node->LocalFlags = flags; } + node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} - if (source_drag_active) - { - if (!g.DragDropActive) - { - IM_ASSERT(source_id != 0); - ClearDragDrop(); - ImGuiPayload& payload = g.DragDropPayload; - payload.SourceId = source_id; - payload.SourceParentId = source_parent_id; - g.DragDropActive = true; - g.DragDropSourceFlags = flags; - g.DragDropMouseButton = mouse_button; - } - g.DragDropSourceFrameCount = g.FrameCount; - g.DragDropWithinSourceOrTarget = true; +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + DockContextRemoveNode(ctx, node, true); +} - if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockContext* dc = &ctx->DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) { - // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) - // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. - BeginTooltip(); - if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) { - ImGuiWindow* tooltip_window = g.CurrentWindow; - tooltip_window->SkipItems = true; - tooltip_window->HiddenFramesRegular = 1; + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(ctx, node); + if (root_node) + DockNodeMoveWindows(root_node, node); + nodes_to_remove.push_back(node); } } - if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) - window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; - - return true; + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; } - return false; -} -void ImGui::EndDragDropSource() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.DragDropActive); - IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?"); + // Apply to settings + for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } - if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) - EndTooltip(); + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(ctx, nodes_to_remove[n], false); - // Discard the drag if have not called SetDragDropPayload() - if (g.DragDropPayload.DataFrameCount == -1) - ClearDragDrop(); - g.DragDropWithinSourceOrTarget = false; + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + root_node->CentralNode = root_node; + } } -// Use 'cond' to choose to submit payload on drag start or every frame -bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) { - ImGuiContext& g = *GImGui; - ImGuiPayload& payload = g.DragDropPayload; - if (cond == 0) - cond = ImGuiCond_Always; - - IM_ASSERT(type != NULL); - IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); - IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); - IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); - IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() - - if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + // Clear references in settings + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; + if (clear_settings_refs) { - // Copy payload - ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); - g.DragDropPayloadBufHeap.resize(0); - if (data_size > sizeof(g.DragDropPayloadBufLocal)) - { - // Store in heap - g.DragDropPayloadBufHeap.resize((int)data_size); - payload.Data = g.DragDropPayloadBufHeap.Data; - memcpy(payload.Data, data, data_size); - } - else if (data_size > 0) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { - // Store locally - memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); - payload.Data = g.DragDropPayloadBufLocal; - memcpy(payload.Data, data, data_size); + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; } - else + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) { - payload.Data = NULL; + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(ctx, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); } - payload.DataSize = (int)data_size; } - payload.DataFrameCount = g.FrameCount; - - return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); } -bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) { - ImGuiContext& g = *GImGui; - if (!g.DragDropActive) - return false; + ImGuiContext* ctx = GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("DockBuilderSplitNode node 0x%08X, split_dir %d\n", id, split_dir); - ImGuiWindow* window = g.CurrentWindow; - if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) - return false; - IM_ASSERT(id != 0); - if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) - return false; - if (window->SkipItems) - return false; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } - IM_ASSERT(g.DragDropWithinSourceOrTarget == false); - g.DragDropTargetRect = bb; - g.DragDropTargetId = id; - g.DragDropWithinSourceOrTarget = true; - return true; + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(ctx, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; } -// We don't use BeginDragDropTargetCustom() and duplicate its code because: -// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. -// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. -// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) -bool ImGui::BeginDragDropTarget() +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) { - ImGuiContext& g = *GImGui; - if (!g.DragDropActive) - return false; + ImGuiContext* ctx = GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; - ImGuiWindow* window = g.CurrentWindow; - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) - return false; - if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) - return false; + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); - const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; - ImGuiID id = window->DC.LastItemId; - if (id == 0) - id = window->GetIDFromRectangle(display_rect); - if (g.DragDropPayload.SourceId == id) - return false; + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } - IM_ASSERT(g.DragDropWithinSourceOrTarget == false); - g.DragDropTargetRect = display_rect; - g.DragDropTargetId = id; - g.DragDropWithinSourceOrTarget = true; - return true; + IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; } -bool ImGui::IsDragDropPayloadBeingAccepted() +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) { - ImGuiContext& g = *GImGui; - return g.DragDropActive && g.DragDropAcceptIdPrev != 0; + ImGuiContext* ctx = GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderRemoveNode(dst_node_id); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); } -const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiPayload& payload = g.DragDropPayload; - IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? - IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? - if (type != NULL && !payload.IsDataType(type)) - return NULL; - - // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. - // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! - const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); - ImRect r = g.DragDropTargetRect; - float r_surface = r.GetWidth() * r.GetHeight(); - if (r_surface < g.DragDropAcceptIdCurrRectSurface) + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) { - g.DragDropAcceptFlags = flags; - g.DragDropAcceptIdCurr = g.DragDropTargetId; - g.DragDropAcceptIdCurrRectSurface = r_surface; + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; } - - // Render default drop visuals - payload.Preview = was_accepted_previously; - flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) - if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name)) { - // 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(); - } + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettings(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } - g.DragDropAcceptFrameCount = g.FrameCount; - payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() - if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) - return NULL; + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } - return &payload; -} + // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are not owned by it (unaffiliated windows, e.g. "ImGui Demo") + // Find those windows and move to them to the cloned dock node. This may be optional? + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; -const ImGuiPayload* ImGui::GetDragDropPayload() -{ - ImGuiContext& g = *GImGui; - return g.DragDropActive ? &g.DragDropPayload : NULL; + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + DockBuilderDockWindow(window->Name, dst_dock_id); + } + } } - -// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. -void ImGui::EndDragDropTarget() + +void ImGui::DockBuilderFinish(ImGuiID root_id) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.DragDropActive); - IM_ASSERT(g.DragDropWithinSourceOrTarget); - g.DragDropWithinSourceOrTarget = false; + ImGuiContext* ctx = GImGui; + //DockContextRebuild(ctx); + DockContextBuildAddWindowsToNodes(ctx, root_id); } //----------------------------------------------------------------------------- -// [SECTION] DOCKING -//----------------------------------------------------------------------------- - -// (this section is filled in the 'docking' branch) - +// Docking: Begin/End Support Functions (called from Begin/End) //----------------------------------------------------------------------------- -// [SECTION] LOGGING/CAPTURING +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() //----------------------------------------------------------------------------- -// Pass text data straight to log (without being displayed) -void ImGui::LogText(const char* fmt, ...) +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; - - va_list args; - va_start(args, fmt); - if (g.LogFile) - vfprintf(g.LogFile, fmt, args); - else - g.LogClipboard.appendfv(fmt, args); - va_end(args); + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; } -// 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 -void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); - if (!text_end) - text_end = FindRenderedTextEnd(text, text_end); + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } - const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1); - if (ref_pos) - window->DC.LogLinePosY = ref_pos->y; + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } - const char* text_remaining = text; - if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth - g.LogStartDepth = window->DC.TreeDepth; - const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth); - for (;;) + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) { - // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. - 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)) + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible) { - 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 - LogText(" %.*s", char_count, line_start); + ancestor_node->IsVisible = true; + ancestor_node->MarkedForPosSizeWrite = true; + if (ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; } - - if (is_last_line) - break; - text_remaining = line_end + 1; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, true); } -} - -// Start logging ImGui output to TTY -void ImGui::LogToTTY(int max_depth) -{ - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(g.LogFile == NULL); - g.LogFile = stdout; - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; + // Add window to node + DockNodeAddWindow(node, window, true); + IM_ASSERT(node == window->DockNode); + return node; } -// Start logging ImGui output to given file -void ImGui::LogToFile(int max_depth, const char* filename) +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) { - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; - if (!filename) + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) { - filename = g.IO.LogFilename; - if (!filename) + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(ctx); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(ctx, window); return; + } } - IM_ASSERT(g.LogFile == NULL); - g.LogFile = ImFileOpen(filename, "ab"); - if (!g.LogFile) + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) { - IM_ASSERT(g.LogFile != NULL); // Consider this an error - return; + node = DockContextBindNodeToWindow(ctx, window); + if (node == NULL) + return; } - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; -} - -// Start logging ImGui output to clipboard -void ImGui::LogToClipboard(int max_depth) -{ - ImGuiContext& g = *GImGui; - if (g.LogEnabled) - return; - ImGuiWindow* window = g.CurrentWindow; - - IM_ASSERT(g.LogFile == NULL); - g.LogFile = NULL; - g.LogEnabled = true; - g.LogStartDepth = window->DC.TreeDepth; - if (max_depth >= 0) - g.LogAutoExpandMaxDepth = max_depth; -} -void ImGui::LogFinish() -{ - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); return; + } +#endif - LogText(IM_NEWLINE); - if (g.LogFile != NULL) + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) { - if (g.LogFile == stdout) - fflush(g.LogFile); + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + { + DockContextProcessUndockWindow(ctx, window); + } else - fclose(g.LogFile); - g.LogFile = NULL; + { + window->DockIsActive = true; + window->DockTabIsVisible = false; + } + return; } - if (g.LogClipboard.size() > 1) + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) { - SetClipboardText(g.LogClipboard.begin()); - g.LogClipboard.clear(); + window->DockIsActive = (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing); + window->DockTabIsVisible = false; + return; } - g.LogEnabled = false; -} - -// Helper to display logging buttons -void ImGui::LogButtons() -{ - ImGuiContext& g = *GImGui; - PushID("LogButtons"); - const bool log_to_tty = Button("Log To TTY"); SameLine(); - const bool log_to_file = Button("Log To File"); SameLine(); - const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushItemWidth(80.0f); - PushAllowKeyboardFocus(false); - SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL); - PopAllowKeyboardFocus(); - PopItemWidth(); - PopID(); + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; - // Start logging at the end of the function so that the buttons don't appear in the log - if (log_to_tty) - LogToTTY(g.LogAutoExpandMaxDepth); - if (log_to_file) - LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename); - if (log_to_clipboard) - LogToClipboard(g.LogAutoExpandMaxDepth); -} + // Undock if we are submitted earlier than the host window + if (window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(ctx, window); + return; + } -//----------------------------------------------------------------------------- -// [SECTION] SETTINGS -//----------------------------------------------------------------------------- + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockTabIsVisible = false; + if (node->SharedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; -void ImGui::MarkIniSettingsDirty() -{ - ImGuiContext& g = *GImGui; - if (g.SettingsDirtyTimer <= 0.0f) - g.SettingsDirtyTimer = g.IO.IniSavingRate; -} + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; -void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) - if (g.SettingsDirtyTimer <= 0.0f) - g.SettingsDirtyTimer = g.IO.IniSavingRate; -} + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! -ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) -{ - ImGuiContext& g = *GImGui; - g.SettingsWindows.push_back(ImGuiWindowSettings()); - ImGuiWindowSettings* settings = &g.SettingsWindows.back(); - settings->Name = ImStrdup(name); - settings->ID = ImHashStr(name, 0); - return settings; -} + // Save new dock order only if the tab bar has been visible once. + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && node->TabBar->CurrFrameVisible != -1) + window->DockOrder = (short)DockNodeGetTabOrder(window); -ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - for (int i = 0; i != g.SettingsWindows.Size; i++) - if (g.SettingsWindows[i].ID == id) - return &g.SettingsWindows[i]; - return NULL; -} + if ((node->WantCloseAll || node->WantCloseTabId == window->ID) && p_open != NULL) + *p_open = false; -void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) -{ - size_t file_data_size = 0; - char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); - if (!file_data) - return; - LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); - ImGui::MemFree(file_data); + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); } -ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - const ImGuiID type_hash = ImHashStr(type_name, 0); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].TypeHash == type_hash) - return &g.SettingsHandlers[handler_n]; - return NULL; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + + window->DC.LastItemId = window->MoveId; + window = window->RootWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); + if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + } } -// Zero-tolerance, no error reporting, cheap .ini parsing -void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - IM_ASSERT(g.Initialized); - IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; - // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). - // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. - if (ini_size == 0) - ini_size = strlen(ini_data); - char* buf = (char*)ImGui::MemAlloc(ini_size + 1); - char* buf_end = buf + ini_size; - memcpy(buf, ini_data, ini_size); - buf[ini_size] = 0; + //IM_ASSERT(window->RootWindow == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; - void* entry_data = NULL; - ImGuiSettingsHandler* entry_handler = NULL; + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } - char* line_end = NULL; - for (char* line = buf; line < buf_end; line = line_end + 1) + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) { - // Skip new lines markers, then find end of the line - while (*line == '\n' || *line == '\r') - line++; - line_end = line; - while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') - line_end++; - line_end[0] = 0; - if (line[0] == ';') - continue; - if (line[0] == '[' && line_end > line && line_end[-1] == ']') + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) { - // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. - line_end[-1] = 0; - const char* name_end = line_end - 1; - const char* type_start = line + 1; - char* type_end = (char*)(intptr_t)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"; - } + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; else - { - *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; + dock_into_floating_window = true; // Dock into a regular window } - else if (entry_handler != NULL && entry_data != NULL) + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) { - // Let type handler parse the line - entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + DockNodePreviewDockSetup(window, node, payload_window, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); } } - ImGui::MemFree(buf); - g.SettingsLoaded = true; + EndDragDropTarget(); } -void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) { ImGuiContext& g = *GImGui; - g.SettingsDirtyTimer = 0.0f; - if (!ini_filename) - return; - - size_t ini_data_size = 0; - const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); - FILE* f = ImFileOpen(ini_filename, "wt"); - if (!f) - return; - fwrite(ini_data, sizeof(char), ini_data_size, f); - fclose(f); + IMGUI_DEBUG_LOG_DOCKING("DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; } -// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer -const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) { ImGuiContext& g = *GImGui; - g.SettingsDirtyTimer = 0.0f; - g.SettingsIniData.Buf.resize(0); - g.SettingsIniData.Buf.push_back(0); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - { - ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; - handler->WriteAllFn(&g, handler, &g.SettingsIniData); - } - if (out_size) - *out_size = (size_t)g.SettingsIniData.size(); - return g.SettingsIniData.c_str(); + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } } -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) { - ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name, 0)); - if (!settings) - settings = ImGui::CreateNewWindowSettings(name); - return (void*)settings; + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; } -static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; - float x, y; - int i; - if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y); - else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize); - else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); } -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - // Gather data from windows that were active during this session - // (if a window wasn't opened in this session we preserve its settings) - ImGuiContext& g = *imgui_ctx; - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - if (window->Flags & ImGuiWindowFlags_NoSavedSettings) - continue; + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} - ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); - if (!settings) - { - settings = ImGui::CreateNewWindowSettings(window->Name); - window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); - } - IM_ASSERT(settings->ID == window->ID); - settings->Pos = window->Pos; - settings->Size = window->SizeFull; - settings->Collapsed = window->Collapsed; +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedWindowId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedWindowId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); // Write to text buffer - buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve - for (int i = 0; i != g.SettingsWindows.Size; i++) - { - const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - if (settings->Pos.x == FLT_MAX) - continue; - const char* name = settings->Name; - if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - name = p; - buf->appendf("[%s][%s]\n", handler->TypeName, name); - buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); - buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); - buf->appendf("Collapsed=%d\n", settings->Collapsed); + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedWindowId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedWindowId); + +#if IMGUI_DEBUG_INI_SETTINGS + // [DEBUG] Include comments in the .ini file to ease debugging + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } +#endif buf->appendf("\n"); } + buf->appendf("\n"); } + //----------------------------------------------------------------------------- // [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 -#endif - -// Win32 API clipboard implementation #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; HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); @@ -9139,30 +15294,30 @@ 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) { if (!::OpenClipboard(NULL)) 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) @@ -9170,101 +15325,271 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ::CloseClipboard(); } +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + #else -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. 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(); } -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers 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_DEFAULT_IME_FUNCTIONS) - -#include -#ifdef _MSC_VER -#pragma comment(lib, "imm32") -#endif +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUG WINDOW +//----------------------------------------------------------------------------- -static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) +static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) { - // Notify OS Input Method Editor of text input position - if (HWND hwnd = (HWND)GImGui->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); - } + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* thumb_window = g.Windows[i]; + if (!thumb_window->WasActive || ((thumb_window->Flags & ImGuiWindowFlags_ChildWindow))) + continue; + if (thumb_window->SkipItems && (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME-DOCK: Skip hidden docked windows. Identify those betters. + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + ImRect thumb_r_scaled = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + ImRect title_r_scaled = 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_scaled.ClipWithFull(bb); + title_r_scaled.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(thumb_window)) + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text, alpha_mul), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); } -#else +void ImGui::ShowViewportThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; -static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} + // 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; + //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) + // bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n])); + 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.PlatformIO.Monitors.Size; n++) + // window->DrawList->AddRect(off + g.PlatformIO.Monitors[n].MainPos * SCALE, off + (g.PlatformIO.Monitors[n].MainPos + g.PlatformIO.Monitors[n].MainSize) * SCALE, ImGui::GetColorU32(ImGuiCol_Border)); + 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); + RenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} -#endif +#ifndef IMGUI_DISABLE_METRICS_WINDOW -//----------------------------------------------------------------------------- -// [SECTION] METRICS/DEBUG WINDOW -//----------------------------------------------------------------------------- +// 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(); + } +} void ImGui::ShowMetricsWindow(bool* p_open) { - if (!ImGui::Begin("ImGui Metrics", p_open)) + if (!ImGui::Begin("Dear ImGui Metrics", p_open)) { ImGui::End(); return; } - static bool show_draw_cmd_clip_rects = true; - static bool show_window_begin_order = false; + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" }; + + // State + static bool show_windows_rects = false; + static int show_windows_rect_type = WRT_WorkRect; + static bool show_windows_begin_order = false; + static bool show_tables_rects = false; + static int show_tables_rect_type = TRT_WorkRect; + static bool show_drawcmd_mesh = true; + static bool show_drawcmd_aabb = true; + static bool show_docking_nodes = false; + + // 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 allocations", io.MetricsActiveAllocations); - ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects); - ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order); + ImGui::Text("%d active allocations", io.MetricsActiveAllocations); ImGui::Separator(); + // Helper functions to display common structures: + // - NodeDrawList() + // - NodeColumns() + // - NodeWindow() + // - NodeWindows() + // - NodeViewport() + // - NodeDockNode() + // - NodeTabBar() + // - NodeStorage() struct Funcs { - static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + + static void NodeDrawCmdShowMeshAndBoundingBox(ImDrawList* fg_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb) + { + IM_ASSERT(show_mesh || show_aabb); + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + + // 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 = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++) + { + ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; + triangle[n] = p; + vtxs_rect.Add(p); + } + if (show_mesh) + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + fg_draw_list->Flags = backup_flags; + } + + // Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. + static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, 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(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + 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* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list - if (window && IsItemHovered()) - overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && fg_draw_list && ImGui::IsItemHovered()) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) return; - int elem_offset = 0; + if (window && !window->WasActive) + ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + unsigned 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) @@ -9274,41 +15599,58 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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; - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); - if (show_draw_cmd_clip_rects && 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(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); - vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); - } + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, 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 = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list) + NodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb); 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. + float total_area = 0.0f; + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++) + triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_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); + ImGui::Selectable(buf); + if (ImGui::IsItemHovered() && fg_draw_list) + NodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, elem_offset, true, false); + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. - ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + 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, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) + for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) { - char buf[300]; - char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); - ImVec2 triangles_pos[3]; - for (int n = 0; n < 3; n++, vtx_i++) + char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) { - ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : 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) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + ImDrawVert& v = draw_list->VtxBuffer[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); } + ImGui::Selectable(buf, false); - if (ImGui::IsItemHovered()) + if (fg_draw_list && ImGui::IsItemHovered()) { - ImDrawListFlags backup_flags = overlay_draw_list->Flags; - overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. - overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); - overlay_draw_list->Flags = backup_flags; + 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), true, 1.0f); + fg_draw_list->Flags = backup_flags; } } ImGui::TreePop(); @@ -9316,55 +15658,169 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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++) + ImGui::Text("(In front-to-back order:)"); + for (int i = windows.Size - 1; i >= 0; i--) // Iterate front to back + { + ImGui::PushID(windows[i]); Funcs::NodeWindow(windows[i], "Window"); + ImGui::PopID(); + } ImGui::TreePop(); } static void NodeWindow(ImGuiWindow* window, const char* label) { - if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) + if (window == NULL) + { + ImGui::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 = ImGui::TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (ImGui::IsItemHovered() && is_active) + ImGui::GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) return; + + if (window->MemoryCompacted) + ImGui::TextDisabled("Note: some memory buffers have been compacted/freed."); + ImGuiWindowFlags flags = window->Flags; - NodeDrawList(window, window->DrawList, "DrawList"); - ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); + NodeDrawList(window, window->Viewport, 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, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window)); + ImGui::BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + ImGui::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" : ""); 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 (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems); + 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]: "); + ImGui::BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + ImGui::BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + ImGui::BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + NodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); + if (window->RootWindowDockStop != window->RootWindow) NodeWindow(window->RootWindowDockStop, "RootWindowDockStop"); 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(); + } + NodeStorage(&window->StateStorage, "Storage"); + ImGui::TreePop(); + } + + static void NodeWindowSettings(ImGuiWindowSettings* settings) + { + ImGui::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); + } + + static void NodeViewport(ImGuiViewportP* viewport) + { + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) + { + ImGuiWindowFlags flags = viewport->Flags; + ImGui::BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } } + ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags, + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : ""); + 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++) + Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + ImGui::TreePop(); + } + } + + static void NodeDockNode(ImGuiDockNode* node, const char* label) + { + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + if (node->Windows.Size > 0) + open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && ImGui::IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + ImGui::BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + NodeWindow(node->HostWindow, "HostWindow"); + NodeWindow(node->VisibleWindow, "VisibleWindow"); + ImGui::BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + ImGui::BulletText("Misc:%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : ""); + if (ImGui::TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags)) { - const ImGuiColumnsSet* columns = &window->ColumnsStorage[n]; - if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) - { - ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX); - 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, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); - ImGui::TreePop(); - } + ImGui::CheckboxFlags("LocalFlags: NoDocking", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoDocking); + ImGui::CheckboxFlags("LocalFlags: NoSplit", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoSplit); + ImGui::CheckboxFlags("LocalFlags: NoResize", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoResize); + ImGui::CheckboxFlags("LocalFlags: NoResizeX", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoResizeX); + ImGui::CheckboxFlags("LocalFlags: NoResizeY", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoResizeY); + ImGui::CheckboxFlags("LocalFlags: NoTabBar", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoTabBar); + ImGui::CheckboxFlags("LocalFlags: HiddenTabBar", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar); + ImGui::CheckboxFlags("LocalFlags: NoWindowMenuButton", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoWindowMenuButton); + ImGui::CheckboxFlags("LocalFlags: NoCloseButton", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoCloseButton); + ImGui::TreePop(); } + if (node->ParentNode) + NodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + NodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + NodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + NodeTabBar(node->TabBar); ImGui::TreePop(); } - ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); - ImGui::TreePop(); } static void NodeTabBar(ImGuiTabBar* tab_bar) @@ -9373,32 +15829,112 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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)) + const bool is_active = (tab_bar->PrevFrameVisible >= ImGui::GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "Tab Bar 0x%08X (%d tabs)%s", tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + p += ImFormatString(p, buf_end - p, " { "); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name); + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + } + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = ImGui::TreeNode(tab_bar, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && ImGui::IsItemHovered()) + { + ImDrawList* draw_list = ImGui::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]; 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); + if (ImGui::SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth); ImGui::PopID(); } ImGui::TreePop(); } } + + static void NodeStorage(ImGuiStorage* storage, const char* label) + { + if (!ImGui::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]; + ImGui::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. + } + ImGui::TreePop(); + } }; - // Access private state, we are going to display the draw lists from last frame - ImGuiContext& g = *GImGui; + // Tools + 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::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."); + + 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, 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++) + { + 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]); + } + ImGui::Unindent(); + } + ImGui::Checkbox("Show mesh when hovering ImDrawCmd", &show_drawcmd_mesh); + ImGui::Checkbox("Show bounding boxes when hovering ImDrawCmd", &show_drawcmd_aabb); + ImGui::TreePop(); + } + + // Contents Funcs::NodeWindows(g.Windows, "Windows"); - if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) - { - for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) - Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); + //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder"); + if (ImGui::TreeNode("Viewport", "Viewports (%d)", g.Viewports.Size)) + { + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::ShowViewportThumbnails(); + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + bool open = ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + ImGui::SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; + ImGui::BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + i, mon.DpiScale * 100.0f, + mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, + mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); + } + ImGui::TreePop(); + } + for (int i = 0; i < g.Viewports.Size; i++) + Funcs::NodeViewport(g.Viewports[i]); ImGui::TreePop(); } + + // Details for Popups if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { for (int i = 0; i < g.OpenPopupStack.Size; i++) @@ -9408,51 +15944,223 @@ void ImGui::ShowMetricsWindow(bool* p_open) } ImGui::TreePop(); } - if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) + + // Details for TabBars + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) { - for (int n = 0; n < g.TabBars.Data.Size; n++) + for (int n = 0; n < g.TabBars.GetSize(); n++) Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); ImGui::TreePop(); } + + // Details for Tables + IM_UNUSED(trt_rects_names); + IM_UNUSED(show_tables_rects); + IM_UNUSED(show_tables_rect_type); +#ifdef IMGUI_HAS_TABLE + if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) + { + for (int n = 0; n < g.Tables.GetSize(); n++) + Funcs::NodeTable(g.Tables.GetByIndex(n)); + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_TABLE + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (ImGui::TreeNode("Dock nodes")) + { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + ImGui::Checkbox("List root nodes", &root_nodes_only); + ImGui::Checkbox("Ctrl shows window dock info", &show_docking_nodes); + if (ImGui::SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + ImGui::SameLine(); + if (ImGui::SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + Funcs::NodeDockNode(node, "Node"); + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (ImGui::TreeNode("Settings")) + { + if (ImGui::SmallButton("Clear")) + ImGui::ClearIniSettings(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to memory")) + ImGui::SaveIniSettingsToMemory(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to disk")) + ImGui::SaveIniSettingsToDisk(g.IO.IniFilename); + ImGui::SameLine(); + if (g.IO.IniFilename) + ImGui::Text("\"%s\"", g.IO.IniFilename); + else + ImGui::TextUnformatted(""); + ImGui::Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (int n = 0; n < g.SettingsHandlers.Size; n++) + ImGui::BulletText("%s", g.SettingsHandlers[n].TypeName); + ImGui::TreePop(); + } + if (ImGui::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)) + Funcs::NodeWindowSettings(settings); + ImGui::TreePop(); + } + +#ifdef IMGUI_HAS_TABLE + if (ImGui::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)) + Funcs::NodeTableSettings(settings); + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK + if (ImGui::TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + ImGui::Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + ImGui::BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); + ImGui::Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedWindowId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedWindowId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedWindowId)) + selected_tab_name = window_settings->GetName(); + } + ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedWindowId, selected_tab_name ? selected_tab_name : settings->SelectedWindowId ? "N/A" : ""); + } + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Misc Details 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("WINDOWING"); + ImGui::Indent(); 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("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + ImGui::Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0); + ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + ImGui::Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + ImGui::Unindent(); + + ImGui::Text("ITEMS"); + ImGui::Indent(); 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("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("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + ImGui::Unindent(); + + ImGui::Text("NAV,FOCUS"); + ImGui::Indent(); 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("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); 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::Unindent(); + ImGui::TreePop(); } - - if (g.IO.KeyCtrl && show_window_begin_order) + // Overlay: Display windows Rectangles and Begin Order + if (show_windows_rects || show_windows_begin_order) { for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - if ((window->Flags & ImGuiWindowFlags_ChildWindow) || !window->WasActive) + if (!window->WasActive) continue; - char buf[32]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); - float font_size = ImGui::GetFontSize() * 2; - ImDrawList* overlay_draw_list = GetOverlayDrawList(window); - overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); - overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf); + ImDrawList* draw_list = GetForegroundDrawList(window); + if (show_windows_rects) + { + ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = ImGui::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); + } + } + } + +#ifdef IMGUI_HAS_TABLE + // Overlay: Display Tables Rectangles + if (show_tables_rects) + { + for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + { + ImGuiTable* table = g.Tables.GetByIndex(table_n); } } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (show_docking_nodes && g.IO.KeyCtrl && g.HoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.HoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } +#endif // #ifdef IMGUI_HAS_DOCK + ImGui::End(); } +#else + +void ImGui::ShowMetricsWindow(bool*) { } + +#endif + //----------------------------------------------------------------------------- // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. @@ -9462,3 +16170,5 @@ void ImGui::ShowMetricsWindow(bool* p_open) #endif //----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/libs/src/imgui/imgui.h b/src/libs/src/imgui/imgui.h index dd859441..fd6a219e 100644 --- a/src/libs/src/imgui/imgui.h +++ b/src/libs/src/imgui/imgui.h @@ -1,10 +1,20 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.79 // (headers) -// See imgui.cpp file for 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 +// 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/3488 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues /* @@ -13,20 +23,22 @@ Index of this file: // 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) +// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) // Obsolete functions // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiViewportFlags, ImGuiViewport) */ #pragma once -// Configuration file (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 to your own filename) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -34,23 +46,29 @@ Index of this file: #include "imconfig.h" #endif +#ifndef IMGUI_DISABLE + //----------------------------------------------------------------------------- // 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 XYY00 then bounced up to XYY01 when release tagging happens) -#define IMGUI_VERSION "1.68 WIP" -#define IMGUI_VERSION_NUM 16800 -#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) +// (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 "1.79" +#define IMGUI_VERSION_NUM 17900 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) +#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch +#define IMGUI_HAS_DOCK 1 // Docking WIP branch // 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 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 @@ -63,16 +81,20 @@ 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. +#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. #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_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. -#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_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 +#else +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#endif // Warnings #if defined(__clang__) @@ -81,20 +103,23 @@ Index of this file: #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif -#elif defined(__GNUC__) && __GNUC__ >= 8 +#elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wclass-memaccess" +#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 //----------------------------------------------------------------------------- -struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit() +// 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. struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. 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 @@ -108,48 +133,75 @@ struct ImGuiInputTextCallbackData; // Shared state of InputText() when using cu 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 ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends + viewports to render +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors 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 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]") - -// 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. +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports) +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) + +// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags 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.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling -typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*() +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 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 ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc. +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 ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags -typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*() -typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns() +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() -typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() 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*() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // 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 ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader() -typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*() -typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); +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() + +// Other types +#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] +typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. +#endif +typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); -// Scalar data types +// Decoded 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 ImWchar16 ImWchar; +#endif + +// Basic scalar data types +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__) @@ -164,13 +216,14 @@ typedef signed long long ImS64; // 64-bit signed integer (post C++11) typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) #endif -// 2D vector (often used to store positions, sizes, etc.) +// 2D vector (often used to store positions or sizes) struct ImVec2 { - float x, y; - ImVec2() { x = y = 0.0f; } - ImVec2(float _x, float _y) { x = _x; y = _y; } - float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine. + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #ifdef IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. #endif @@ -179,9 +232,9 @@ struct ImVec2 // 4D vector (often used to store floating-point colors) 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; + ImVec4() { x = y = z = w = 0.0f; } + 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 @@ -189,37 +242,36 @@ struct ImVec4 //----------------------------------------------------------------------------- // 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!) +// (This is 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. + // None of those functions is reliant on the current context. 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); // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) - IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. - IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void EndFrame(); // ends the 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 ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.) - IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + 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/test 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 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 window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + 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 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 Debug/Metrics 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" + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) // Styles IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) @@ -228,13 +280,15 @@ namespace ImGui // 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(); @@ -243,55 +297,63 @@ namespace ImGui // - 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.] - 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); + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] + 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. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! - IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) IMGUI_API ImVec2 GetWindowSize(); // get current window size IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API float GetContentRegionAvailWidth(); // - 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 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. + + // 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. Use callback to apply non-trivial programmatic constraints. - IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. 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 / front-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 SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. - IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void 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 / front-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows + 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 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 / front-most. use NULL to remove focus. + 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 + 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(); // // 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 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 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 SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. // Parameters stacks (shared) IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font @@ -311,10 +373,11 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >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 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 -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position - 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 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); // 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(); 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 PopAllowKeyboardFocus(); @@ -324,8 +387,12 @@ namespace ImGui // 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 local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + 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. @@ -340,8 +407,8 @@ namespace ImGui 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 screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. Useful to work with ImDrawList API. + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. 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) @@ -357,7 +424,7 @@ namespace ImGui // whereas "str_id" denote a string that is only used as an ID and not normally displayed. IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). - IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). IMGUI_API void PopID(); // pop from the ID stack. IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself @@ -365,8 +432,8 @@ namespace ImGui 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); @@ -381,21 +448,22 @@ namespace ImGui // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected - IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button + // - 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, 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 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, 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(-1, 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 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. 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! @@ -403,47 +471,57 @@ namespace ImGui 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 + // Widgets: Drag Sliders // - 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 // - 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). - 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); - - // Widgets: Sliders + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - 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, 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, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. // - 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); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); @@ -453,22 +531,23 @@ namespace ImGui 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.) - // - 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 the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + // - 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, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. IMGUI_API bool TreeNode(const char* label); - IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); @@ -480,23 +559,22 @@ namespace ImGui IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePop(); // ~ Unindent()+PopId() - IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() 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 void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. 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 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. - 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. + // - 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. 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, 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! @@ -514,43 +592,67 @@ namespace ImGui 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. 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, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips + // - Tooltip are windows following the mouse which 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(). overidde any previous call to SetTooltip(). + 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. + // 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(). + 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 OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (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: 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. 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, 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: test function + // - 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. // Columns // - 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!) + // - There is a maximum of 64 columns. + // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957). 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 @@ -561,26 +663,43 @@ namespace ImGui IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs - // [BETA API] API may evolve! + // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved. IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! - IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - To dock windows: if io.ConfigDockingWithShift == false (default) drag window from their title bar. + // - To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. + // About DockSpace: + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. + IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK) + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + // Logging/Capture // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. - IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout) - IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file - IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) // Drag and Drop - // [BETA API] API may evolve! + // - [BETA API] API may evolve! + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement) 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 size, 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. + 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. 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. @@ -602,14 +721,16 @@ namespace ImGui 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 clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() 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 IsAnyItemHovered(); - IMGUI_API bool IsAnyItemActive(); - IMGUI_API bool IsAnyItemFocused(); + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectSize(); // get size of last item @@ -620,46 +741,59 @@ namespace ImGui 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* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text - IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances - IMGUI_API const char* GetStyleColorName(ImGuiCol idx); + IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); - IMGUI_API 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 + // Inputs Utilities: Keyboard + // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[]. + // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. 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 bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. + 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); // + IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) + 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? (note that a double-click will also report IsMouseClicked() == true) + 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(); // is any mouse button held? 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. 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 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 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 SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. - // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) + // 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); @@ -668,16 +802,30 @@ namespace ImGui // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. 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); + 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. - // Memory Utilities + // Debug Utilities + 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. + // - 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); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for back-end to setup + viewports list. + IMGUI_API ImGuiViewport* GetMainViewport(); // main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0]. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for back-ends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for back-ends. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.) + } // namespace ImGui //----------------------------------------------------------------------------- @@ -691,9 +839,9 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window - ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically) + 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" 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 @@ -701,13 +849,15 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state - ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus) + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) ImGuiWindowFlags_UnsavedDocument = 1 << 20, // 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_NoDocking = 1 << 21, // Disable docking of this window + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, @@ -718,11 +868,12 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() - ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29 // Don't use! For internal use by Begin()/NewFrame() // [Obsolete] - //ImGuiWindowFlags_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_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows. + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() @@ -734,7 +885,7 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus - ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified) + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. @@ -748,8 +899,10 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -767,15 +920,34 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - //ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog +}; - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap -#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() @@ -785,7 +957,8 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() @@ -808,9 +981,9 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_None = 0, ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear - ImGuiTabBarFlags_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. - ImGuiTabBarFlags_NoTabListPopupButton = 1 << 3, - ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit @@ -823,9 +996,13 @@ 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_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem() + 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::IsWindowFocused() @@ -834,12 +1011,12 @@ 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_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 'io.WantCaptureMouse' instead! Please read the FAQ! 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_ { @@ -850,12 +1027,27 @@ enum ImGuiHoveredFlags_ 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 overlapped by another window + 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_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows }; +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. +}; + // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { @@ -865,7 +1057,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. - ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) // AcceptDragDropPayload() flags ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. @@ -881,10 +1073,14 @@ enum ImGuiDragDropFlags_ // A primary data type enum ImGuiDataType_ { + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short ImGuiDataType_S32, // int ImGuiDataType_U32, // unsigned int - ImGuiDataType_S64, // long long, __int64 - ImGuiDataType_U64, // unsigned long long, unsigned __int64 + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 ImGuiDataType_Float, // float ImGuiDataType_Double, // double ImGuiDataType_COUNT @@ -919,16 +1115,27 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - 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_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 }; -// Gamepad/Keyboard directional navigation +// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end) +enum ImGuiKeyModFlags_ +{ + ImGuiKeyModFlags_None = 0, + ImGuiKeyModFlags_Ctrl = 1 << 0, + ImGuiKeyModFlags_Shift = 1 << 1, + ImGuiKeyModFlags_Alt = 1 << 2, + ImGuiKeyModFlags_Super = 1 << 3 +}; + +// Gamepad/Keyboard 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. @@ -974,7 +1181,16 @@ enum ImGuiConfigFlags_ 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. - // 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 ImGui) + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective back-ends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your back-end/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. }; @@ -983,9 +1199,15 @@ enum ImGuiConfigFlags_ enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + 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-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Back-end Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines! Don't set this without studying how the examples/ back-end handle it! + ImGuiBackendFlags_RendererHasViewports = 1 << 12 // Back-end Renderer supports multiple viewports. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1015,7 +1237,7 @@ enum ImGuiCol_ ImGuiCol_Button, ImGuiCol_ButtonHovered, ImGuiCol_ButtonActive, - ImGuiCol_Header, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem ImGuiCol_HeaderHovered, ImGuiCol_HeaderActive, ImGuiCol_Separator, @@ -1029,6 +1251,8 @@ enum ImGuiCol_ ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive, + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) ImGuiCol_PlotLines, ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, @@ -1044,19 +1268,20 @@ enum ImGuiCol_ // 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_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51] - //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. + //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors. #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.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - 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) + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) ImGuiStyleVar_Alpha, // float Alpha ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding ImGuiStyleVar_WindowRounding, // float WindowRounding @@ -1079,19 +1304,33 @@ enum ImGuiStyleVar_ ImGuiStyleVar_GrabRounding, // float GrabRounding ImGuiStyleVar_TabRounding, // float TabRounding ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_COUNT // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] #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() enum ImGuiColorEditFlags_ { ImGuiColorEditFlags_None = 0, - ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer). + 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_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) @@ -1100,25 +1339,64 @@ enum ImGuiColorEditFlags_ 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_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). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup. + // User Options (right-click on widget to change some of them). ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). - ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX. - ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // " - ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // " + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. - ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value. - ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks - ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX, - ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, - ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions() + 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) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +#endif +}; + +// 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 + , 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() @@ -1128,43 +1406,58 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_None = -1, ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. - ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions) + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window - ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks) + 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 + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] #endif }; -// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() 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) - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing -#endif }; +//----------------------------------------------------------------------------- +// 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 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*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + //----------------------------------------------------------------------------- // Helper: 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. //----------------------------------------------------------------------------- template @@ -1183,16 +1476,17 @@ struct ImVector inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } - inline ~ImVector() { if (Data) ImGui::MemFree(Data); } + inline ~ImVector() { if (Data) IM_FREE(Data); } inline bool empty() const { return Size == 0; } inline int size() const { return Size; } inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } inline int capacity() const { return Capacity; } - inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } - inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } - inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } } + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } inline T* begin() { return Data; } inline const T* begin() const { return Data; } inline T* end() { return Data + Size; } @@ -1203,21 +1497,26 @@ struct ImVector inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } - inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } - inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } inline void pop_back() { IM_ASSERT(Size > 0); Size--; } inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } - inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } - inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } - inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } - inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } - inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; //----------------------------------------------------------------------------- @@ -1229,12 +1528,13 @@ struct ImVector struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in ImGui. + float Alpha; // Global alpha applies to everything in Dear ImGui. 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. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) @@ -1246,20 +1546,26 @@ struct ImGuiStyle ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). 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. + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. - ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered. - ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. + float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! - float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). 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.) + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleSegmentMaxError; // 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(); @@ -1280,7 +1586,7 @@ struct ImGuiIO 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. For clamping windows positions. + ImVec2 DisplaySize; // // Main display size, in pixels. This is for the default viewport. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. @@ -1293,20 +1599,31 @@ struct ImGuiIO float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. void* UserData; // = NULL // Store your own data for retrieval by callbacks. - ImFontAtlas*Fonts; // // Load, rasterize and pack one or more fonts into a single texture. + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. - ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. - ImVec2 DisplayVisibleMin; // // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area. - ImVec2 DisplayVisibleMax; // // [OBSOLETE] Just use io.DisplaySize! If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize + 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 configuration options + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // [BETA] Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform back-end to setup a parent/child relationship between the OS windows (some back-end may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by 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 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 the 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. + 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. //------------------------------------------------------------------ // Platform Functions @@ -1316,9 +1633,9 @@ struct ImGuiIO // 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. const char* BackendPlatformName; // = NULL const char* BackendRendererName; // = NULL - void* BackendPlatformUserData; // = NULL - void* BackendRendererUserData; // = NULL - void* BackendLanguageUserData; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform back-end + void* BackendRendererUserData; // = NULL // User data for renderer back-end + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end // 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) @@ -1326,11 +1643,6 @@ struct ImGuiIO void (*SetClipboardTextFn)(void* user_data, const char* text); void* ClipboardUserData; - // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) - // (default to use native imm32 api on Windows) - void (*ImeSetInputScreenPosFn)(int x, int y); - void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. - #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. @@ -1344,10 +1656,11 @@ struct ImGuiIO // Input - Fill 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. + 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 back-ends. + ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyShift; // Keyboard modifier pressed: Shift bool KeyAlt; // Keyboard modifier pressed: Alt @@ -1356,22 +1669,25 @@ struct ImGuiIO float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). // Functions - IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate 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 //------------------------------------------------------------------ - // 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 + 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, back-end 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; // Application framerate estimate, 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 @@ -1380,16 +1696,18 @@ struct ImGuiIO 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. //------------------------------------------------------------------ - // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ + ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() 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 window. We don't request mouse capture from the application if click started outside ImGui bounds. + 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 @@ -1398,6 +1716,8 @@ struct ImGuiIO float KeysDownDurationPrev[512]; // Previous duration the key has been down float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); @@ -1410,9 +1730,10 @@ struct ImGuiIO // 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 @@ -1439,7 +1760,9 @@ 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); - bool HasSelection() const { return SelectionStart != SelectionEnd; } + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } }; // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). @@ -1452,6 +1775,27 @@ struct ImGuiSizeCallbackData ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform back-end via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform back-end for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends are free to e.g. parent every viewport to the main viewport or not. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + ImGuiDockNodeFlags DockNodeFlagsOverrideClear; // [EXPERIMENTAL] + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideSet = ViewportFlagsOverrideClear = 0x00; DockNodeFlagsOverrideSet = DockNodeFlagsOverrideClear = 0x00; DockingAlwaysTabBar = false; DockingAllowUnclassed = true; } +}; + // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() struct ImGuiPayload { @@ -1463,7 +1807,7 @@ struct ImGuiPayload ImGuiID SourceId; // Source item id ImGuiID SourceParentId; // Source parent id (if available) int DataFrameCount; // Data timestamp - char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. @@ -1482,6 +1826,33 @@ struct ImGuiPayload #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // 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)); } + // OBSOLETED in 1.72 (from April 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) @@ -1494,25 +1865,8 @@ namespace ImGui // 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)); } - // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) - static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } - static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead. - static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } - static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } } -typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; #endif @@ -1520,15 +1874,13 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; // Helpers //----------------------------------------------------------------------------- -// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree -// 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. -struct ImNewDummy {}; -inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new() -#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE -template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } +// 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 // 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"); @@ -1539,11 +1891,6 @@ struct ImGuiOnceUponAFrame operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; -// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove! -#endif - // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextFilter { @@ -1555,21 +1902,19 @@ struct ImGuiTextFilter bool IsActive() const { return !Filters.empty(); } // [Internal] - struct TextRange + struct ImGuiTextRange { - const char* b; - const char* e; - - TextRange() { b = e = NULL; } - TextRange(const char* _b, const char* _e) { b = _b; e = _e; } - const char* begin() const { return b; } - const char* end () const { return e; } - bool empty() const { return b == e; } - IMGUI_API void split(char separator, ImVector* out) const; + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; }; - char InputBuf[256]; - ImVector Filters; - int CountGrep; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text @@ -1577,14 +1922,14 @@ struct ImGuiTextFilter struct ImGuiTextBuffer { ImVector Buf; - static char EmptyString[1]; + IMGUI_API static char EmptyString[1]; ImGuiTextBuffer() { } - inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator - int size() const { return Buf.Data ? Buf.Size - 1 : 0; } - bool empty() { return Buf.Size <= 1; } + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } void clear() { Buf.clear(); } void reserve(int capacity) { Buf.reserve(capacity); } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } @@ -1603,15 +1948,17 @@ struct ImGuiTextBuffer // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. struct ImGuiStorage { - struct Pair + // [Internal] + struct ImGuiStoragePair { ImGuiID key; union { int val_i; float val_f; void* val_p; }; - Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; - ImVector Data; + + ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. @@ -1643,36 +1990,48 @@ 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 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. // 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 measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null) // 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 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. struct ImGuiListClipper { - float StartPosY; + int DisplayStart; + int DisplayEnd; + + // [Internal] + int ItemsCount; + int StepNo; float ItemsHeight; - int ItemsCount, StepNo, DisplayStart, DisplayEnd; + float StartPosY; - // 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_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 bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). IMGUI_API 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. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif }; -// Helpers macros to generate 32-bits encoded colors +// Helpers macros to generate 32-bit encoded colors #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 @@ -1691,7 +2050,7 @@ struct ImGuiListClipper #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000 -// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) +// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE. // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed. @@ -1700,8 +2059,8 @@ struct ImColor ImVec4 Value; ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } - ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } - ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; } + ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } + ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } ImColor(const ImVec4& col) { Value = col; } inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } @@ -1709,34 +2068,57 @@ struct ImColor // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } - static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } }; //----------------------------------------------------------------------------- -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List 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. +// 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. +#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. +// 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) +// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset 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. - 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. - - ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; } + 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. Always equal to sum of ElemCount drawn so far. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // The draw callback code can access this. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed }; -// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h) +// Vertex index, default to 16-bit +// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended). +// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; #endif @@ -1752,21 +2134,38 @@ struct ImDrawVert #else // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. -// The type has to be described within the macro (you can either declare the struct or use a typedef) +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif -// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together. -// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. +// For use by ImDrawListSplitter. struct ImDrawChannel { - ImVector CmdBuffer; - ImVector IdxBuffer; + 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. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { Clear(); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; enum ImDrawCornerFlags_ { + ImDrawCornerFlags_None = 0, ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 @@ -1778,18 +2177,24 @@ enum ImDrawCornerFlags_ ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience }; +// Flags for ImDrawList. 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_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 back-end to render with bilinear filtering. + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list -// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives. +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// 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) +// All positions are generally in pixel coordinates (generally top-left at 0,0, bottom-right at io.DisplaySize, unless multiple viewports are used), 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) // 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 { @@ -1802,19 +2207,19 @@ struct ImDrawList // [Internal, used while building lists] 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 _VtxCurrentIdx; // [Internal] == VtxBuffer.Size + 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 - int _ChannelsCurrent; // [Internal] current channel number (0) - int _ChannelsCount; // [Internal] number of active channels (1+) - ImVector _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) + ImDrawCmd _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!) // 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) { _Data = shared_data; _OwnerName = NULL; Clear(); } - ~ImDrawList() { ClearFreeMemory(); } + ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; } + + ~ImDrawList() { _ClearFreeMemory(); } IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); @@ -1824,65 +2229,87 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives - IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right - IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); - IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); - IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + // - 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 AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); - IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const 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, 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& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } - inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& centre, 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, int rounding_corners_flags = ImDrawCornerFlags_All); - - // Channels - // - Use to simulate 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) - IMGUI_API void ChannelsSplit(int channels_count); - IMGUI_API void ChannelsMerge(); - IMGUI_API void ChannelsSetCurrent(int channel_index); + 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& p2, const ImVec2& p3, const ImVec2& p4, 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); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. - // Internal helpers - // NB: all primitives needs to be reserved via PrimReserve() beforehand! - IMGUI_API void Clear(); - IMGUI_API void ClearFreeMemory(); + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); - inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } - inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } - inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } - IMGUI_API void UpdateClipRect(); - IMGUI_API void UpdateTextureID(); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); }; -// All draw data to render an ImGui frame -// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose) +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. @@ -1892,13 +2319,15 @@ struct ImDrawData 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) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). // Functions ImDrawData() { Valid = false; Clear(); } ~ImDrawData() { Clear(); } - void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // 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& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. + void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // 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. }; //----------------------------------------------------------------------------- @@ -1912,7 +2341,7 @@ 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. We don't use sub-pixel positions on the Y axis. + 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. 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. @@ -1923,6 +2352,7 @@ struct ImFontConfig 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. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) @@ -1931,9 +2361,12 @@ 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 Codepoint : 31; // 0x0000..0xFFFF + unsigned int Visible : 1; // Flag to allow early out when rendering 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 @@ -1943,22 +2376,38 @@ struct ImFontGlyph // This is essentially a tightly packed of vector of 64k booleans = 8KB storage. struct ImFontGlyphRangesBuilder { - ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - - ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); } - bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array - void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - void AddChar(ImWchar c) { SetBit(c); } // Add character - IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) - IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext - IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } }; +// 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). 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: @@ -2001,7 +2450,7 @@ 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() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -2018,32 +2467,25 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters //------------------------------------------- - // Custom Rectangles/Glyphs API + // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels. - // 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. - struct CustomRect - { - 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 - CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } - }; - - 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 CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + // 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 docs/FONTS.md for more details about using colorful icons. + // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } // [Internal] - IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + 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 @@ -2064,12 +2506,17 @@ struct ImFontAtlas ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. - ImVector ConfigData; // Internal data - int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] 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 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+ + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ #endif }; @@ -2077,33 +2524,33 @@ struct ImFontAtlas // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). struct ImFont { - // Members: Hot ~62/78 bytes - float FontSize; // // Height of characters, set during loading (don't change after loading) - float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() - ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels - ImVector Glyphs; // // All glyphs. - ImVector IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI). - ImVector IndexLookup; // // Sparse. Index glyphs by Unicode code-point. - const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar) - float FallbackAdvanceX; // == FallbackGlyph->AdvanceX - ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() - - // Members: Cold ~18/26 bytes - short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData - ImFontAtlas* ContainerAtlas; // // What we has been loaded into - float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] - bool DirtyLookupTables; - int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() + ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); - IMGUI_API void ClearOutputData(); - IMGUI_API void BuildLookupTable(); IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; - IMGUI_API void SetFallbackChar(ImWchar c); float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } bool IsLoaded() const { return ContainerAtlas != NULL; } const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } @@ -2115,19 +2562,195 @@ struct ImFont IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; - // [Internal] + // [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 SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API void SetFallbackChar(ImWchar c); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyph Glyph; // OBSOLETE 1.52+ -#endif +//----------------------------------------------------------------------------- +// [BETA] Platform interface for multi-viewport support +//----------------------------------------------------------------------------- +// (Optional) This is completely optional, for advanced users! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the back-end create and maintain one Platform/OS window for each of those viewports. +// +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default back-end from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Back-end: The back-end initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom back-end: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default back-ends if you can. Either way, carefully follow and refer to examples/ back-ends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Back-end: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default back-ends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. +//----------------------------------------------------------------------------- + +// (Optional) Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + //------------------------------------------------------------------ + // Input - Back-end interface/functions + Monitor List + //------------------------------------------------------------------ + + // (Optional) Platform functions (e.g. Win32, GLFW, SDL2) + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + // + // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer. + // Custom engine back-ends will often provide both Platform and Renderer interfaces and so may not need to use all functions. + // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform function --------------------------------------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup window transparency + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform back-end from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style. + void (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos); // . F . . . // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box. FIXME: The call timing of this is inconsistent because we want to support without multi-viewports. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan) + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/back-end. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0] + ImVector Viewports; // Main viewports, followed by all secondary viewports. + ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; } +}; + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_NoDecoration = 1 << 0, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 1, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 2, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 3, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 4, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 5, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_Minimized = 1 << 7, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_NoAutoMerge = 1 << 8, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 9 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). +}; + +// The viewports created and managed by Dear ImGui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport. +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections optionally used by menu bars, status bars. Some positioning code will prefer to use this. Window are also trying to stay within this area. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (the imgui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + 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). + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows. + + // Our design separate the Renderer and Platform back-ends to facilitate combining default back-ends with each others. + // When our create your own back-end for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate back-end implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestMove = PlatformRequestResize = PlatformRequestClose = false; } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + + // Access work-area rectangle with GetWorkXXX functions (see comments above) + ImVec2 GetCenter() { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkPos() { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); } + ImVec2 GetWorkSize() { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped }; #if defined(__clang__) #pragma clang diagnostic pop -#elif defined(__GNUC__) && __GNUC__ >= 8 +#elif defined(__GNUC__) #pragma GCC diagnostic pop #endif @@ -2135,3 +2758,5 @@ struct ImFont #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/libs/src/imgui/imgui_demo.cpp b/src/libs/src/imgui/imgui_demo.cpp index ffdc1060..5384ccd5 100644 --- a/src/libs/src/imgui/imgui_demo.cpp +++ b/src/libs/src/imgui/imgui_demo.cpp @@ -1,25 +1,42 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.79 // (demo code) +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - 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 latest version at https://github.com/ocornut/imgui + // 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. +// 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. +// 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 other 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 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 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. + +// The Demo code in this file is designed to be easy to copy-and-paste in into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// 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. /* @@ -40,6 +57,7 @@ Index of this file: // [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() // [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() */ @@ -49,7 +67,9 @@ Index of this file: #endif #include "imgui.h" -#include // toupper, isprint +#ifndef IMGUI_DISABLE + +#include // toupper #include // INT_MIN, INT_MAX #include // sqrtf, powf, cosf, sinf, floorf, ceilf #include // vsnprintf, sscanf, printf @@ -60,55 +80,67 @@ 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 -#define vsnprintf _vsnprintf -#endif -#ifdef __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. -#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 // + +// 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 "-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 -#if (__GNUC__ >= 6) -#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. -#endif +#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. Notepad in 2017 still doesn't display text data with Unix-style \n. +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) #ifdef _WIN32 -#define IM_NEWLINE "\r\n" +#define IM_NEWLINE "\r\n" #else -#define IM_NEWLINE "\n" +#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 -#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B)) +// 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)) //----------------------------------------------------------------------------- // [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 +static void ShowExampleAppDockSpace(bool* p_open); static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppMainMenuBar(); static void ShowExampleAppConsole(bool* p_open); @@ -124,7 +156,8 @@ static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); // Helper to display a little (?) mark which shows a tooltip when hovered. -static void ShowHelpMarker(const char* desc) +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) @@ -137,34 +170,60 @@ static void ShowHelpMarker(const char* desc) } } +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + // 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 right corner to resize window\n(double-click to auto fit window to its contents)."); - 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."); - if (ImGui::GetIO().FontAllowUserScaling) + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + 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::BulletText("CTRL+Tab to select a window."); + ImGui::Unindent(); } //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- +// - ShowDemoWindowWidgets() +// - ShowDemoWindowLayout() +// - ShowDemoWindowPopups() +// - 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(); @@ -172,12 +231,19 @@ 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) { + // 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_dockspace = false; + static bool show_app_documents = false; + static bool show_app_console = false; static bool show_app_log = false; static bool show_app_layout = false; @@ -189,8 +255,10 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; - if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); + if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() + if (show_app_console) ShowExampleAppConsole(&show_app_console); if (show_app_log) ShowExampleAppLog(&show_app_log); if (show_app_layout) ShowExampleAppLayout(&show_app_layout); @@ -202,14 +270,19 @@ void ImGui::ShowDemoWindow(bool* p_open) if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - // Dear ImGui Apps (accessible from the "Help" menu) + // 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_about = false; - if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } - if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); } - if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } + if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } + 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; @@ -222,6 +295,7 @@ 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 no_docking = false; ImGuiWindowFlags window_flags = 0; if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; @@ -233,26 +307,32 @@ void ImGui::ShowDemoWindow(bool* p_open) if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; if (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. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->GetWorkPos().x + 650, main_viewport->GetWorkPos().y + 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. - if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) { // Early out if the window is collapsed, as an optimization. ImGui::End(); return; } - ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); - // 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. - // Menu + // e.g. Use 2/3 of the space for widgets and 1/3 for labels (default) + //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); + + // 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")) @@ -273,10 +353,11 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); + ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } - if (ImGui::BeginMenu("Help")) + if (ImGui::BeginMenu("Tools")) { ImGui::MenuItem("Metrics", NULL, &show_app_metrics); ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); @@ -286,15 +367,25 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::EndMenuBar(); } + ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); ImGui::Spacing(); + 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 (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/ in 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:"); @@ -307,13 +398,15 @@ void ImGui::ShowDemoWindow(bool* p_open) 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::SameLine(); ShowHelpMarker("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); - ImGui::SameLine(); ShowHelpMarker("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: NavEnableKeyboard", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + 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); + 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); + + // The "NoMouse" option above can get us stuck with a disable mouse! Provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) { if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) { @@ -323,31 +416,74 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space))) io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; } - ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); - ImGui::SameLine(); ShowHelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); + + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); HelpMarker(io.ConfigDockingWithShift ? "[beta] Use SHIFT to dock window into each others." : "[beta] Drag from title bar to dock windows into each others."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allows to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform back-ends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform back-ends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform back-ends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); - ImGui::SameLine(); ShowHelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); + ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); - ImGui::SameLine(); ShowHelpMarker("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::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(); ShowHelpMarker("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)."); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::Text("Also see Style->Rendering for rendering options."); ImGui::TreePop(); ImGui::Separator(); } if (ImGui::TreeNode("Backend Flags")) { - ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the 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); + HelpMarker( + "Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose then as read-only fields to avoid breaking interactions with your back-end."); + // Make a local copy to avoid modifying actual back-end flags. + ImGuiBackendFlags backend_flags = io.BackendFlags; + 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: PlatformHasViewports", (unsigned int*)&backend_flags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",(unsigned int*)&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int*)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", (unsigned int*)&backend_flags, ImGuiBackendFlags_RendererHasViewports); ImGui::TreePop(); ImGui::Separator(); } 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(); @@ -355,10 +491,13 @@ void ImGui::ShowDemoWindow(bool* p_open) 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."); - ShowHelpMarker("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(); @@ -381,6 +520,7 @@ void ImGui::ShowDemoWindow(bool* p_open) 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); + ImGui::Checkbox("No docking", &no_docking); } // All demo contents @@ -424,15 +564,17 @@ static void ShowDemoWindowWidgets() if (i > 0) ImGui::SameLine(); ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f)); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); ImGui::Button("Click"); ImGui::PopStyleColor(3); ImGui::PopID(); } - // Use AlignTextToFramePadding() to align text baseline to the baseline of framed 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(); @@ -470,20 +612,41 @@ static void ShowDemoWindowWidgets() { // 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" }; + 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(); ShowHelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); + ImGui::SameLine(); HelpMarker( + "Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, " + "and demonstration of various flags.\n"); } { + // 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. static char str0[128] = "Hello, world!"; - static int i0 = 123; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); - ImGui::SameLine(); ShowHelpMarker("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)."); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or double-click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + static int i0 = 123; ImGui::InputInt("input int", &i0); - ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n"); + ImGui::SameLine(); HelpMarker( + "You can apply arithmetic operators +,*,/ on numerical values.\n" + " e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\n" + "Use +- to subtract."); static float f0 = 0.001f; ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); @@ -493,7 +656,9 @@ static void ShowDemoWindowWidgets() static float f1 = 1.e10f; ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); - ImGui::SameLine(); ShowHelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; ImGui::InputFloat3("input float3", vec4a); @@ -502,46 +667,63 @@ static void ShowDemoWindowWidgets() { static int i1 = 50, i2 = 42; ImGui::DragInt("drag int", &i1, 1); - ImGui::SameLine(); ShowHelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value."); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); - ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%"); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); - static float f1=1.00f, f2=0.0067f; + static float f1 = 1.00f, f2 = 0.0067f; ImGui::DragFloat("drag float", &f1, 0.005f); ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); } { - static int i1=0; + static int i1 = 0; ImGui::SliderInt("slider int", &i1, -1, 3); - ImGui::SameLine(); ShowHelpMarker("CTRL+click to input value."); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); - static float f1=0.123f, f2=0.0f; + 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); + 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(). + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } { - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + 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(); ShowHelpMarker("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"); + ImGui::SameLine(); HelpMarker( + "Click on the colored square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the colored 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); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox\n(single select)", &item_current, items, IM_ARRAYSIZE(items), 4); //static int listbox_item_current2 = 2; - //ImGui::PushItemWidth(-1); + //ImGui::SetNextItemWidth(-1); //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); - //ImGui::PopItemWidth(); } ImGui::TreePop(); @@ -558,62 +740,98 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Basic trees")) { for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) { ImGui::Text("blah blah"); ImGui::SameLine(); - if (ImGui::SmallButton("button")) { }; + if (ImGui::SmallButton("button")) {} ImGui::TreePop(); } + } ImGui::TreePop(); } if (ImGui::TreeNode("Advanced, with Selectable nodes")) { - ShowHelpMarker("This is a more standard 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::Checkbox("Align label with current X position)", &align_label_with_current_x_position); + static bool test_drag_and_drop = 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::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", (unsigned int*)&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. - ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents. + // '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. - ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0); + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; if (i < 3) { - // Node + // Items 0..2 are Tree Node bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); if (ImGui::IsItemClicked()) 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::Text("Blah blah\nBlah Blah"); + ImGui::BulletText("Blah blah\nBlah Blah"); ImGui::TreePop(); } } else { - // Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); if (ImGui::IsItemClicked()) 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 } - ImGui::PopStyleVar(); if (align_label_with_current_x_position) ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); ImGui::TreePop(); @@ -624,8 +842,8 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Collapsing Headers")) { static bool closable_group = true; - ImGui::Checkbox("Enable extra group", &closable_group); - if (ImGui::CollapsingHeader("Header")) + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) { ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); for (int i = 0; i < 5; i++) @@ -637,6 +855,10 @@ static void ShowDemoWindowWidgets() for (int i = 0; i < 5; i++) ImGui::Text("More content %d", i); } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ ImGui::TreePop(); } @@ -644,6 +866,11 @@ static void ShowDemoWindowWidgets() { ImGui::BulletText("Bullet point 1"); ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); @@ -654,37 +881,42 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Colored Text")) { // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. - ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink"); - ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow"); + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); ImGui::TextDisabled("Disabled"); - ImGui::SameLine(); ShowHelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); ImGui::TreePop(); } 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(); - - 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(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } ImGui::TreePop(); } @@ -692,14 +924,19 @@ static void ShowDemoWindowWidgets() 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.Font->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"; @@ -713,43 +950,68 @@ static void ShowDemoWindowWidgets() 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!"); - - // 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_glfw_gl3.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(). + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering back-end via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering back-end, 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), ImColor(255,255,255,255), ImColor(255,255,255,128)); - 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) region_x = 0.0f; 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, ImColor(255,255,255,255), ImColor(255,255,255,128)); - ImGui::EndTooltip(); + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } } ImGui::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, ImColor(0,0,0,255))) + int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) pressed_count += 1; ImGui::PopID(); ImGui::SameLine(); @@ -764,24 +1026,29 @@ static void ShowDemoWindowWidgets() // Expose flags as checkbox for the demo static ImGuiComboFlags flags = 0; ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&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)) flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&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 our selection data is an index. + const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically it could be anything) + if (ImGui::BeginCombo("combo 1", combo_label, 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(); } @@ -795,9 +1062,9 @@ static void ShowDemoWindowWidgets() ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); // Simplified one-liner Combo() using an accessor function - struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } }; + struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } }; static int item_current_4 = 0; - ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items)); + ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items)); ImGui::TreePop(); } @@ -805,9 +1072,11 @@ static void ShowDemoWindowWidgets() 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). if (ImGui::TreeNode("Basic")) { static bool selection[5] = { false, true, false, false, false }; @@ -834,7 +1103,7 @@ static void ShowDemoWindowWidgets() } if (ImGui::TreeNode("Selection State: Multiple Selection")) { - ShowHelpMarker("Hold CTRL and click to select multiple items."); + HelpMarker("Hold CTRL and click to select multiple items."); static bool selection[5] = { false, false, false, false, false }; for (int n = 0; n < 5; n++) { @@ -851,7 +1120,8 @@ static void ShowDemoWindowWidgets() } 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); ImGui::Text(" 2,345 bytes"); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); @@ -861,7 +1131,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("In columns")) { ImGui::Columns(3, NULL, false); - static bool selected[16] = { 0 }; + static bool selected[16] = {}; for (int i = 0; i < 16; i++) { char label[32]; sprintf(label, "Item %d", i); @@ -873,71 +1143,226 @@ static void ShowDemoWindowWidgets() } 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::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) { - ImGui::PushID(i); - if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50))) + for (int x = 0; x < 3; 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; } - if (x < 3 && i < 15) { selected[i + 1] ^= 1; } - if (y > 0 && i > 3) { selected[i - 4] ^= 1; } - if (y < 3 && i < 12) { selected[i + 4] ^= 1; } + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); } - if ((i % 4) < 3) ImGui::SameLine(); - ImGui::PopID(); } ImGui::TreePop(); } ImGui::TreePop(); } - if (ImGui::TreeNode("Filtered Text Input")) + // 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. + if (ImGui::TreeNode("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 { static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } }; - 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(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); - ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } - ImGui::TreePop(); - } + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i' + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); + static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); + static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); + static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); + ImGui::TreePop(); + } + + 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(); + } + + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } - if (ImGui::TreeNode("Multi-line Text Input")) - { - // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize - // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. - static bool read_only = false; - static char text[1024*16] = - "/*\n" - " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" - " the hexadecimal encoding of one offending instruction,\n" - " more formally, the invalid operand with locked CMPXCHG8B\n" - " instruction bug, is a design flaw in the majority of\n" - " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" - " processors (all in the P5 microarchitecture).\n" - "*/\n\n" - "label:\n" - "\tlock cmpxchg8b eax\n"; - - ShowHelpMarker("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::Checkbox("Read-only", &read_only); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput | (read_only ? ImGuiInputTextFlags_ReadOnly : 0); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } + // Plot/Graph widgets are currently fairly limited. + // Consider writing your own plotting widget, or using a third-party one + // (for third-party Plot widgets, see 'Wiki->Useful Widgets' or https://github.com/ocornut/imgui/labels/plot%2Fgraph) if (ImGui::TreeNode("Plots Widgets")) { static bool animate = true; @@ -946,26 +1371,39 @@ static void ShowDemoWindowWidgets() 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)); - // 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); - values_offset = (values_offset+1) % IM_ARRAYSIZE(values); - phase += 0.10f*values_offset; - refresh_time += 1.0f/60.0f; + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; } - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80)); - ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80)); + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); // Use functions to generate output - // FIXME: This is rather awkward because current plot API only pass in indices. We probably want an API passing floats and user provide sample rate/count. + // FIXME: This is rather awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. struct Funcs { static float Sin(void*, int i) { return sinf(i * 0.1f); } @@ -973,12 +1411,13 @@ static void ShowDemoWindowWidgets() }; static int func_type = 0, display_count = 70; ImGui::Separator(); - ImGui::PushItemWidth(100); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::PopItemWidth(); + ImGui::SetNextItemWidth(100); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::SameLine(); ImGui::SliderInt("Sample count", &display_count, 1, 400); float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); - ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); ImGui::Separator(); // Animate a simple progress bar @@ -990,21 +1429,22 @@ static void ShowDemoWindowWidgets() if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } } - // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. - ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Text("Progress Bar"); - float progress_saturated = (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); + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); ImGui::TreePop(); } if (ImGui::TreeNode("Color/Picker Widgets")) { - static ImVec4 color = ImColor(114, 144, 154, 200); + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); static bool alpha_preview = true; static bool alpha_half_preview = false; @@ -1014,34 +1454,40 @@ static void ShowDemoWindowWidgets() ImGui::Checkbox("With Alpha Preview", &alpha_preview); ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); ImGui::Checkbox("With Drag and Drop", &drag_and_drop); - ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); ShowHelpMarker("Right-click on the individual color widget to show options."); - ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); ShowHelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - int 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::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); ImGui::Text("Color widget:"); - ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); + ImGui::SameLine(); HelpMarker( + "Click on the colored 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::Text("Color widget HSV with Alpha:"); - ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_HSV | misc_flags); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); ImGui::Text("Color widget with Float Display:"); ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); ImGui::Text("Color button with Picker:"); - ImGui::SameLine(); ShowHelpMarker("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."); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); ImGui::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; @@ -1049,7 +1495,7 @@ static void ShowDemoWindowWidgets() static ImVec4 backup_color; bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); - ImGui::SameLine(); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); open_popup |= ImGui::Button("Palette"); if (open_popup) { @@ -1065,9 +1511,9 @@ static void ShowDemoWindowWidgets() ImGui::BeginGroup(); // Lock X position ImGui::Text("Current"); - ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40)); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); ImGui::Text("Previous"); - if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40))) + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) color = backup_color; ImGui::Separator(); ImGui::Text("Palette"); @@ -1076,11 +1522,13 @@ static void ShowDemoWindowWidgets() ImGui::PushID(n); if ((n % 8) != 0) 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)) @@ -1097,15 +1545,17 @@ static void ShowDemoWindowWidgets() } 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::Text("Color picker:"); static bool alpha = true; static bool alpha_bar = true; static bool side_preview = true; static bool ref_color = false; - static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f); - static int inputs_mode = 2; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; static int picker_mode = 0; ImGui::Checkbox("With Alpha", &alpha); ImGui::Checkbox("With Alpha Bar", &alpha_bar); @@ -1120,28 +1570,82 @@ static void ShowDemoWindowWidgets() ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); } } - ImGui::Combo("Inputs Mode", &inputs_mode, "All Inputs\0No Inputs\0RGB Input\0HSV Input\0HEX Input\0"); + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); - ImGui::SameLine(); ShowHelpMarker("User can right-click the picker to change mode."); + ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; - if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() - if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; - if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; - if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; - if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; - if (inputs_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; - if (inputs_mode == 2) flags |= ImGuiColorEditFlags_RGB; - if (inputs_mode == 3) flags |= ImGuiColorEditFlags_HSV; - if (inputs_mode == 4) flags |= ImGuiColorEditFlags_HEX; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); - ImGui::Text("Programmatically set defaults:"); - ImGui::SameLine(); ShowHelpMarker("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."); + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_HSV | ImGuiColorEditFlags_PickerHueBar); + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); if (ImGui::Button("Default: Float + HDR + Hue Wheel")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + 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", (unsigned int*)&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", (unsigned int*)&flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", (unsigned int*)&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", (unsigned int*)&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(); } @@ -1149,32 +1653,40 @@ static void ShowDemoWindowWidgets() { 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(); } 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; ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; @@ -1183,6 +1695,10 @@ static void ShowDemoWindowWidgets() const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; static ImS32 s32_v = -1; static ImU32 u32_v = (ImU32)-1; static ImS64 s64_v = -1; @@ -1193,39 +1709,62 @@ static void ShowDemoWindowWidgets() const float drag_speed = 0.2f; static bool drag_clamp = false; ImGui::Text("Drags:"); - ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); ShowHelpMarker("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."); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); - ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 1.0f); - ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); ShowHelpMarker("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::Text("Sliders"); - 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 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 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, "%I64d"); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%I64u ms"); static bool inputs_step = true; ImGui::Text("Inputs"); ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); @@ -1275,7 +1814,7 @@ static void ShowDemoWindowWidgets() ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); static int int_value = 0; - ImGui::VSliderInt("##int", ImVec2(18,160), &int_value, 0, 5); + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); ImGui::SameLine(); static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; @@ -1284,11 +1823,11 @@ static void ShowDemoWindowWidgets() { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i/7.0f, 0.5f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i/7.0f, 0.9f, 0.9f)); - ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, ""); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); if (ImGui::IsItemActive() || ImGui::IsItemHovered()) ImGui::SetTooltip("%.3f", values[i]); ImGui::PopStyleColor(4); @@ -1300,14 +1839,14 @@ static void ShowDemoWindowWidgets() ImGui::PushID("set2"); static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; const int rows = 3; - const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows); + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); for (int nx = 0; nx < 4; nx++) { if (nx > 0) ImGui::SameLine(); ImGui::BeginGroup(); for (int ny = 0; ny < rows; ny++) { - ImGui::PushID(nx*rows+ny); + ImGui::PushID(nx * rows + ny); ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); if (ImGui::IsItemActive() || ImGui::IsItemHovered()) ImGui::SetTooltip("%.3f", values2[nx]); @@ -1324,7 +1863,7 @@ static void ShowDemoWindowWidgets() if (i > 0) ImGui::SameLine(); ImGui::PushID(i); ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); - ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); ImGui::PopStyleVar(); ImGui::PopID(); } @@ -1335,22 +1874,22 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Drag and Drop")) { + 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::Indent(); - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + // 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 colored 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(); } + 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, @@ -1361,19 +1900,28 @@ static void ShowDemoWindowWidgets() if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } - static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }; + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; for (int n = 0; n < IM_ARRAYSIZE(names); n++) { ImGui::PushID(n); if ((n % 3) != 0) ImGui::SameLine(); - ImGui::Button(names[n], ImVec2(60,60)); + ImGui::Button(names[n], ImVec2(60, 60)); // 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) - 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.) + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } ImGui::EndDragDropSource(); @@ -1404,7 +1952,33 @@ static void ShowDemoWindowWidgets() } ImGui::PopID(); } - ImGui::Unindent(); + ImGui::TreePop(); + } + + 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(); @@ -1412,25 +1986,40 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)")) { - // Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined. - // (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code). + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputFloat", + "InputFloat3", "ColorEdit4", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "ListBox" + }; static int item_type = 1; + 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."); + + // 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 }; - ImGui::RadioButton("Text", &item_type, 0); - ImGui::RadioButton("Button", &item_type, 1); - ImGui::RadioButton("CheckBox", &item_type, 2); - ImGui::RadioButton("SliderFloat", &item_type, 3); - ImGui::RadioButton("ColorEdit4", &item_type, 4); - ImGui::RadioButton("ListBox", &item_type, 5); - ImGui::Separator(); - bool ret = false; + static char str[16] = {}; if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ret = ImGui::Checkbox("ITEM: CheckBox", &b); } // Testing checkbox - if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", 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) + if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" @@ -1441,9 +2030,12 @@ static void ShowDemoWindowWidgets() "IsItemHovered(_RectOnly) = %d\n" "IsItemActive() = %d\n" "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" "IsItemDeactivated() = %d\n" - "IsItemDeactivatedEdit() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" "GetItemRectSize() = (%.1f, %.1f)", @@ -1456,9 +2048,12 @@ static void ShowDemoWindowWidgets() ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), ImGui::IsItemActive(), ImGui::IsItemEdited(), + ImGui::IsItemActivated(), ImGui::IsItemDeactivated(), ImGui::IsItemDeactivatedAfterEdit(), ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y @@ -1467,9 +2062,10 @@ static void ShowDemoWindowWidgets() 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); 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 flags can be combined. + // 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" @@ -1482,13 +2078,15 @@ static void ShowDemoWindowWidgets() ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); - // Testing IsWindowHovered() function with its various flags. Note that the flags can be combined. + // 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|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" "IsWindowHovered(_AnyWindow) = %d\n", ImGui::IsWindowHovered(), @@ -1496,6 +2094,7 @@ static void ShowDemoWindowWidgets() ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); @@ -1505,12 +2104,18 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); + static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above."; + ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_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. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). static bool test_window = false; ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); if (test_window) { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? ImGui::Begin("Title bar Hovered/Active tests", &test_window); if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() { @@ -1530,36 +2135,25 @@ static void ShowDemoWindowWidgets() static void ShowDemoWindowLayout() { - if (!ImGui::CollapsingHeader("Layout")) + if (!ImGui::CollapsingHeader("Layout & Scrolling")) return; if (ImGui::TreeNode("Child windows")) { - ShowHelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); static bool disable_mouse_wheel = false; static bool disable_menu = false; ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); ImGui::Checkbox("Disable Menu", &disable_menu); - static int line = 50; - bool goto_line = ImGui::Button("Goto"); - ImGui::SameLine(); - ImGui::PushItemWidth(100); - goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue); - ImGui::PopItemWidth(); - // 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::GetWindowContentRegionWidth() * 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(); } @@ -1567,9 +2161,13 @@ 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")) @@ -1584,7 +2182,7 @@ static void ShowDemoWindowLayout() { char buf[32]; sprintf(buf, "%03d", i); - ImGui::Button(buf, ImVec2(-1.0f, 0.0f)); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); ImGui::NextColumn(); } ImGui::EndChild(); @@ -1595,20 +2193,27 @@ 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 (Active/Focused/Hovered etc.)' for details. { - ImGui::SetCursorPosX(50); + static int offset_x = 0; + ImGui::SetNextItemWidth(100); + 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); } @@ -1617,35 +2222,40 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Widgets Width")) { + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + static float f = 0.0f; - ImGui::Text("PushItemWidth(100)"); - ImGui::SameLine(); ShowHelpMarker("Fixed width."); - ImGui::PushItemWidth(100); + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::SetNextItemWidth(100); ImGui::DragFloat("float##1", &f); - ImGui::PopItemWidth(); - ImGui::Text("PushItemWidth(GetWindowWidth() * 0.5f)"); - ImGui::SameLine(); ShowHelpMarker("Half of window width."); - ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f); + 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::PopItemWidth(); - ImGui::Text("PushItemWidth(GetContentRegionAvailWidth() * 0.5f)"); - ImGui::SameLine(); ShowHelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); - ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f); + 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::PopItemWidth(); - ImGui::Text("PushItemWidth(-100)"); - ImGui::SameLine(); ShowHelpMarker("Align to right edge minus 100"); - ImGui::PushItemWidth(-100); + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::SetNextItemWidth(-100); ImGui::DragFloat("float##4", &f); - ImGui::PopItemWidth(); - ImGui::Text("PushItemWidth(-1)"); - ImGui::SameLine(); ShowHelpMarker("Align to right edge"); + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-1); - ImGui::DragFloat("float##5", &f); + ImGui::DragFloat("##float5a", &f); + ImGui::DragFloat("##float5b", &f); + ImGui::DragFloat("##float5c", &f); ImGui::PopItemWidth(); ImGui::TreePop(); @@ -1720,7 +2330,8 @@ static void ShowDemoWindowLayout() ImGui::Dummy(button_sz); ImGui::SameLine(); ImGui::Button("B", button_sz); - // Manually wrapping (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) ImGui::Text("Manually wrapping:"); ImGuiStyle& style = ImGui::GetStyle(); int buttons_count = 20; @@ -1773,6 +2384,7 @@ static void ShowDemoWindowLayout() 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_; @@ -1790,11 +2402,12 @@ static void ShowDemoWindowLayout() 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. + // 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])) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) { ImGui::Text("This is the %s tab!", names[n]); if (n & 1) @@ -1806,12 +2419,81 @@ static void ShowDemoWindowLayout() ImGui::Separator(); ImGui::TreePop(); } + + 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", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + 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); + + 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(); } if (ImGui::TreeNode("Groups")) { - ShowHelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it."); + 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(); @@ -1834,9 +2516,9 @@ static void ShowDemoWindowLayout() const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); - ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f, size.y)); + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); ImGui::SameLine(); - ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f, size.y)); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); ImGui::EndGroup(); ImGui::SameLine(); @@ -1855,113 +2537,256 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Text Baseline Alignment")) { - ShowHelpMarker("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); ImGui::TreePop(); } // Dummy tree data + { + 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::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) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); - // Bullet - ImGui::Button("Button##3"); - ImGui::SameLine(0.0f, spacing); - ImGui::BulletText("Bullet 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"); - ImGui::AlignTextToFramePadding(); - ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); - ImGui::TreePop(); - } + // 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"); - if (ImGui::TreeNode("Scrolling")) - { - ShowHelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position."); + ImGui::Unindent(); + } - static bool track = true; - static int track_line = 50, scroll_to_px = 200; - ImGui::Checkbox("Track", &track); - ImGui::PushItemWidth(100); - ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d"); - bool scroll_to = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %d px"); - ImGui::PopItemWidth(); - if (scroll_to) track = false; + ImGui::Spacing(); - for (int i = 0; i < 5; i++) { - if (i > 0) ImGui::SameLine(); - ImGui::BeginGroup(); - ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true); - if (scroll_to) - ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f); - for (int line = 0; line < 100; line++) - { - if (track && line == track_line) - { - ImGui::TextColored(ImVec4(1,1,0,1), "Line %d", line); - ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom - } - else - { - ImGui::Text("Line %d", line); - } - } - float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY(); - ImGui::EndChild(); - ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y); - ImGui::EndGroup(); + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); } - ImGui::TreePop(); - } - if (ImGui::TreeNode("Horizontal Scrolling")) + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Scrolling")) { - ShowHelpMarker("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()."); + // Vertical scroll functions + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (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); + } + ImGui::SameLine(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + 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++) { @@ -1969,8 +2794,8 @@ static void ShowDemoWindowLayout() ImGui::PushID(n + line * 1000); char num_buf[16]; sprintf(num_buf, "%d", n); - const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : num_buf; - float hue = n*0.05f; + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); @@ -1979,35 +2804,185 @@ static void ShowDemoWindowLayout() ImGui::PopID(); } } - float scroll_x = ImGui::GetScrollX(), scroll_max_x = ImGui::GetScrollMaxX(); + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); ImGui::EndChild(); ImGui::PopStyleVar(2); float scroll_x_delta = 0.0f; - ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) { scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine(); + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine(); - ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) { scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); if (scroll_x_delta != 0.0f) { - 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(); } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), true); + ImGui::EndChild(); + } + ImGui::End(); + } + ImGui::TreePop(); } 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()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; } - 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::TextWrapped("(Click and drag to scroll)"); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + ImGui::PushID(n); + ImGui::BeginGroup(); // Lock X position + + ImGui::InvisibleButton("##empty", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + switch (n) + { + case 0: + HelpMarker( + "Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)"); + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + HelpMarker( + "Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)"); + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + HelpMarker( + "Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + ImGui::EndGroup(); + ImGui::PopID(); + } + ImGui::TreePop(); } } @@ -2020,10 +2995,12 @@ 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 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(); @@ -2035,14 +3012,16 @@ static void ShowDemoWindowPopups() 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"); ImGui::SameLine(); @@ -2084,6 +3063,13 @@ static void ShowDemoWindowPopups() if (ImGui::BeginMenu("Sub-menu")) { ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } ImGui::EndMenu(); } ImGui::EndPopup(); @@ -2106,32 +3092,35 @@ static void ShowDemoWindowPopups() if (ImGui::TreeNode("Context menus")) { // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: - // if (IsItemHovered() && IsMouseReleased(0)) + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) // OpenPopup(id); // return BeginPopup(id); - // For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation. + // For more advanced uses you may want to replicate and customize this code. + // See details in BeginPopupContextItem(). static float value = 0.5f; ImGui::Text("Value = %.3f (<-- right-click here)", value); if (ImGui::BeginPopupContextItem("item context menu")) { if (ImGui::Selectable("Set to zero")) value = 0.0f; if (ImGui::Selectable("Set to PI")) value = 3.1415f; - ImGui::PushItemWidth(-1); + ImGui::SetNextItemWidth(-1); ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); - ImGui::PopItemWidth(); 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 the same popup as above.)"); + // 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(). + // When used after an item that has an ID (e.g.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) + // 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 + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label ImGui::Button(buf); if (ImGui::BeginPopupContextItem()) { @@ -2148,18 +3137,25 @@ static void ShowDemoWindowPopups() 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(); + //ImVec2 parent_pos = ImGui::GetWindowPos(); + //ImVec2 parent_size = ImGui::GetWindowSize(); + //ImVec2 center(parent_pos.x + parent_size.x * 0.5f, parent_pos.y + parent_size.y * 0.5f); + 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)); @@ -2181,7 +3177,7 @@ static void ShowDemoWindowPopups() { if (ImGui::BeginMenu("File")) { - if (ImGui::MenuItem("Dummy menu item")) {} + if (ImGui::MenuItem("Some menu item")) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -2190,17 +3186,18 @@ static void ShowDemoWindowPopups() // Testing behavior of widgets stacking their own regular popups over the modal. static int item = 1; - static float color[4] = { 0.4f,0.7f,0.0f,0.5f }; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); ImGui::ColorEdit4("color", color); if (ImGui::Button("Add another modal..")) ImGui::OpenPopup("Stacked 2"); - // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which will close the popup. - // Note that the visibility state of popups is owned by imgui, so the input value of the bool actually doesn't matter here. - bool 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")) @@ -2220,9 +3217,12 @@ static void ShowDemoWindowPopups() { 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. + + // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the + // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block + // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would + // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, + // which is the desired behavior for regular menus. ImGui::PushID("foo"); ImGui::MenuItem("Menu item", "CTRL+M"); if (ImGui::BeginMenu("Menu inside a regular window")) @@ -2243,6 +3243,13 @@ static void ShowDemoWindowColumns() ImGui::PushID("Columns"); + 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."); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + // Basic columns if (ImGui::TreeNode("Basic")) { @@ -2254,7 +3261,7 @@ static void ShowDemoWindowColumns() char label[32]; sprintf(label, "Item %d", n); if (ImGui::Selectable(label)) {} - //if (ImGui::Button(label, ImVec2(-1,0))) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} ImGui::NextColumn(); } ImGui::Columns(1); @@ -2288,6 +3295,40 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + // Create multiple items in a same cell before switching to next column if (ImGui::TreeNode("Mixed items")) { @@ -2334,29 +3375,6 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - if (ImGui::TreeNode("Borders")) - { - // NB: Future columns API should allow automatic horizontal borders. - static bool h_borders = true; - static bool v_borders = true; - ImGui::Checkbox("horizontal", &h_borders); - ImGui::SameLine(); - ImGui::Checkbox("vertical", &v_borders); - ImGui::Columns(4, NULL, v_borders); - for (int i = 0; i < 4*3; i++) - { - if (h_borders && ImGui::GetColumnIndex() == 0) - ImGui::Separator(); - ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i); - ImGui::Text("Width %.2f\nOffset %.2f", ImGui::GetColumnWidth(), ImGui::GetColumnOffset()); - ImGui::NextColumn(); - } - ImGui::Columns(1); - if (h_borders) - ImGui::Separator(); - ImGui::TreePop(); - } - // Scrolling columns /* if (ImGui::TreeNode("Vertical Scrolling")) @@ -2386,10 +3404,12 @@ static void ShowDemoWindowColumns() 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); int ITEMS_COUNT = 2000; - ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list + ImGuiListClipper clipper; // Also demonstrate using the clipper for large list + clipper.Begin(ITEMS_COUNT); while (clipper.Step()) { for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) @@ -2404,18 +3424,44 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - bool node_open = ImGui::TreeNode("Tree within single cell"); - ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell."); - if (node_open) + if (ImGui::TreeNode("Tree")) { - ImGui::Columns(2, "tree items"); - ImGui::Separator(); - if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn(); - if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn(); + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } ImGui::Columns(1); - ImGui::Separator(); ImGui::TreePop(); } + + if (disable_indent) + ImGui::PopStyleVar(); ImGui::PopID(); } @@ -2423,6 +3469,8 @@ static void ShowDemoWindowMisc() { if (ImGui::CollapsingHeader("Filtering")) { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. static ImGuiTextFilter filter; ImGui::Text("Filter usage:\n" " \"\" display all lines\n" @@ -2440,12 +3488,14 @@ static void ShowDemoWindowMisc() { 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); + // Display Keyboard/Mouse state if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) { if (ImGui::IsMousePosValid()) @@ -2455,18 +3505,19 @@ static void ShowDemoWindowMisc() ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { 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)) { 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("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); - ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); } - ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); } - ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); } + ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } + ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. - ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } - ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } - 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::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("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { 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()) @@ -2482,13 +3533,13 @@ static void ShowDemoWindowMisc() 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(); ShowHelperMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets."); + //ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool) to disable tabbing through certain widgets."); ImGui::PopAllowKeyboardFocus(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); @@ -2538,35 +3589,42 @@ static void ShowDemoWindowMisc() { 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::Button("Drag Me"); - if (ImGui::IsItemActive()) { - // Draw a line between the button and the mouse cursor - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - draw_list->PushClipRectFullScreen(); - draw_list->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); - draw_list->PopClipRect(); - - // 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::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y); + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); ImGui::TreePop(); } 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(); ShowHelpMarker("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."); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) { char label[32]; @@ -2582,7 +3640,7 @@ static void ShowDemoWindowMisc() //----------------------------------------------------------------------------- // [SECTION] About Window / ShowAboutWindow() -// Access from ImGui Demo -> Help -> About +// Access from Dear ImGui Demo -> Tools -> About //----------------------------------------------------------------------------- void ImGui::ShowAboutWindow(bool* p_open) @@ -2594,7 +3652,7 @@ void ImGui::ShowAboutWindow(bool* p_open) } ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Separator(); - ImGui::Text("By Omar Cornut and all dear imgui contributors."); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); static bool show_config_info = false; @@ -2605,9 +3663,13 @@ 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 text appears without formatting when pasting on GitHub + } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Separator(); @@ -2625,11 +3687,17 @@ 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"); @@ -2663,6 +3731,12 @@ void ImGui::ShowAboutWindow(bool* p_open) #endif #ifdef __clang_version__ ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); #endif ImGui::Separator(); ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); @@ -2674,18 +3748,36 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigWindowsMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer); ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); ImGui::Separator(); ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); @@ -2696,7 +3788,10 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); ImGui::LogFinish(); + } ImGui::EndChildFrame(); } ImGui::End(); @@ -2705,9 +3800,14 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- +// - ShowStyleSelector() +// - ShowFontSelector() +// - 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. +// 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; @@ -2733,21 +3833,115 @@ void ImGui::ShowFontSelector(const char* label) if (ImGui::BeginCombo(label, font_current->GetDebugName())) { for (int n = 0; n < io.Fonts->Fonts.Size; n++) - if (ImGui::Selectable(io.Fonts->Fonts[n]->GetDebugName(), io.Fonts->Fonts[n] == font_current)) - io.FontDefault = io.Fonts->Fonts[n]; + { + ImFont* font = io.Fonts->Fonts[n]; + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + ImGui::PopID(); + } ImGui::EndCombo(); } ImGui::SameLine(); - ShowHelpMarker( + 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()."); } +// [Internal] Display details for a single font, called by ShowStyleEditor(). +static void NodeFont(ImFont* font) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + bool font_details_opened = ImGui::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); + ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; } + if (!font_details_opened) + return; + + 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\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.)"); + 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 int surface_sqrt = (int)sqrtf((float)font->MetricsTotalSurface); + ImGui::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]) + ImGui::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); + if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + // Display all glyphs of the fonts in separate pages of 256 characters + const ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text); + 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 (!ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + float cell_size = font->FontSize * 1; + float cell_spacing = style.ItemSpacing.y; + ImVec2 base_pos = ImGui::GetCursorScreenPos(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (glyph) + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2)) + { + ImGui::BeginTooltip(); + ImGui::Text("Codepoint: U+%04X", base + n); + ImGui::Separator(); + ImGui::Text("Visible: %d", glyph->Visible); + 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(); +} + 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) + // 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; @@ -2765,14 +3959,14 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ref_saved_style = style; 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)) style.WindowBorderSize = window_border ? 1.0f : 0.0f; } + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); - { bool frame_border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &frame_border)) style.FrameBorderSize = frame_border ? 1.0f : 0.0f; } + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); - { bool popup_border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &popup_border)) style.PopupBorderSize = popup_border ? 1.0f : 0.0f; } + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } // Save/Revert button if (ImGui::Button("Save Ref")) @@ -2781,7 +3975,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::Button("Revert Ref")) style = *ref; ImGui::SameLine(); - ShowHelpMarker("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(); @@ -2791,7 +3987,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { ImGui::Text("Main"); ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); - ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 16.0f, "%.0f"); ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); @@ -2806,16 +4001,26 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::Text("Rounding"); - ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 14.0f, "%.0f"); - ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 16.0f, "%.0f"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content."); - ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::Text("Safe Area Padding"); + ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::EndTabItem(); } @@ -2824,7 +4029,7 @@ 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) ImGui::LogToClipboard(); @@ -2836,21 +4041,25 @@ 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(); } - ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth(); + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); static ImGuiTextFilter filter; filter.Draw("Filter colors", ImGui::GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = 0; - ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine(); - ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); - ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine(); - ShowHelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu."); + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on colored 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); @@ -2863,10 +4072,11 @@ 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! - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i]; + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } } ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); ImGui::TextUnformatted(name); @@ -2880,82 +4090,38 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::BeginTabItem("Fonts")) { - ImFontAtlas* atlas = ImGui::GetIO().Fonts; - ShowHelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading."); + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md 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")) ImGui::GetIO().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(); ShowHelpMarker("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' (%d)", font->FallbackChar, font->FallbackChar); - ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface)); - for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (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(); - } + NodeFont(font); ImGui::PopID(); } if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) { - ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), ImColor(255, 255, 255, 255), ImColor(255, 255, 255, 128)); + 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(); } + // 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("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f")) // scale only this window + 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", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything ImGui::PopItemWidth(); ImGui::EndTabItem(); @@ -2963,11 +4129,41 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::BeginTabItem("Rendering")) { - ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + 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 back-end 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::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 Segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f"); + if (ImGui::IsItemActive()) + { + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + ImGui::BeginTooltip(); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + float RAD_MIN = 10.0f, RAD_MAX = 80.0f; + float off_x = 10.0f; + for (int n = 0; n < 7; n++) + { + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f); + draw_list->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0); + off_x += 10.0f + rad * 2.0f; + } + ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f)); + 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::PopItemWidth(); @@ -2983,8 +4179,14 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) //----------------------------------------------------------------------------- // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- -// Demonstrate creating a fullscreen menu bar and populating it. +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - 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() { if (ImGui::BeginMainMenuBar()) @@ -3008,9 +4210,11 @@ static void ShowExampleAppMainMenuBar() } } +// 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::MenuItem("(demo menu)", NULL, false, false); if (ImGui::MenuItem("New")) {} if (ImGui::MenuItem("Open", "Ctrl+O")) {} if (ImGui::BeginMenu("Open Recent")) @@ -3033,6 +4237,7 @@ static void ShowExampleMenuFile() } if (ImGui::MenuItem("Save", "Ctrl+S")) {} if (ImGui::MenuItem("Save As..")) {} + ImGui::Separator(); if (ImGui::BeginMenu("Options")) { @@ -3044,13 +4249,12 @@ 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(); } + if (ImGui::BeginMenu("Colors")) { float sz = ImGui::GetTextLineHeight(); @@ -3058,13 +4262,24 @@ static void ShowExampleMenuFile() { const char* name = ImGui::GetStyleColorName((ImGuiCol)i); ImVec2 p = ImGui::GetCursorScreenPos(); - ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x+sz, p.y+sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); ImGui::Dummy(ImVec2(sz, sz)); ImGui::SameLine(); ImGui::MenuItem(name); } ImGui::EndMenu(); } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Disabled", false)) // Disabled { IM_ASSERT(0); @@ -3078,25 +4293,31 @@ 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]; ImVector Items; - bool ScrollToBottom; + ImVector Commands; ImVector History; int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. - ImVector Commands; + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; ExampleAppConsole() { 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!"); } ~ExampleAppConsole() @@ -3107,17 +4328,16 @@ struct ExampleAppConsole } // Portable helpers - static int Stricmp(const char* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; } - static int Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; } - static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)str, len); } - static void Strtrim(char* str) { char* str_end = str + strlen(str); while (str_end > str && str_end[-1] == ' ') str_end--; *str_end = 0; } + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } void ClearLog() { for (int i = 0; i < Items.Size; i++) free(Items[i]); Items.clear(); - ScrollToBottom = true; } void AddLog(const char* fmt, ...) IM_FMTARGS(2) @@ -3130,19 +4350,19 @@ struct ExampleAppConsole buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); - ScrollToBottom = true; } void Draw(const char* title, bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin(title, p_open)) { ImGui::End(); return; } - // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. So e.g. IsItemHovered() will return true when hovering the title bar. + // 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()) { @@ -3151,73 +4371,107 @@ 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")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); - if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); - if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); - bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine(); - if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true; + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } ImGui::Separator(); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0)); - static ImGuiTextFilter filter; - filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); - ImGui::PopStyleVar(); + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); ImGui::Separator(); - 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")) ClearLog(); ImGui::EndPopup(); } - // Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); - // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping to only process visible items. - // 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. - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing if (copy_to_clipboard) ImGui::LogToClipboard(); - ImVec4 col_default_text = ImGui::GetStyleColorVec4(ImGuiCol_Text); for (int i = 0; i < Items.Size; i++) { const char* item = Items[i]; - if (!filter.PassFilter(item)) + if (!Filter.PassFilter(item)) continue; - ImVec4 col = col_default_text; - if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f); - else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f); - ImGui::PushStyleColor(ImGuiCol_Text, col); + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); ImGui::TextUnformatted(item); - ImGui::PopStyleColor(); + if (has_color) + ImGui::PopStyleColor(); } if (copy_to_clipboard) ImGui::LogFinish(); - if (ScrollToBottom) + + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) ImGui::SetScrollHereY(1.0f); ScrollToBottom = false; + ImGui::PopStyleVar(); ImGui::EndChild(); ImGui::Separator(); // Command-line bool reclaim_focus = false; - 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); @@ -3239,9 +4493,10 @@ 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--) + for (int i = History.Size - 1; i >= 0; i--) if (Stricmp(History[i], command_line) == 0) { free(History[i]); @@ -3271,9 +4526,13 @@ struct ExampleAppConsole { AddLog("Unknown command: '%s'\n", command_line); } + + // 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); @@ -3302,24 +4561,25 @@ struct ExampleAppConsole // Build a list of candidates ImVector candidates; for (int i = 0; i < Commands.Size; i++) - if (Strnicmp(Commands[i], word_start, (int)(word_end-word_start)) == 0) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) candidates.push_back(Commands[i]); if (candidates.Size == 0) { // No match - AddLog("No match for \"%.*s\"!\n", (int)(word_end-word_start), word_start); + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); } else if (candidates.Size == 1) { - // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing - data->DeleteChars((int)(word_start-data->Buf), (int)(word_end-word_start)); + // 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 (;;) { @@ -3337,7 +4597,7 @@ struct ExampleAppConsole if (match_len > 0) { - data->DeleteChars((int)(word_start - data->Buf), (int)(word_end-word_start)); + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); } @@ -3398,12 +4658,12 @@ 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 ScrollToBottom; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. ExampleAppLog() { - ScrollToBottom = false; + AutoScroll = true; Clear(); } @@ -3424,7 +4684,6 @@ struct ExampleAppLog for (int new_size = Buf.size(); old_size < new_size; old_size++) if (Buf[old_size] == '\n') LineOffsets.push_back(old_size + 1); - ScrollToBottom = true; } void Draw(const char* title, bool* p_open = NULL) @@ -3434,13 +4693,29 @@ struct ExampleAppLog ImGui::End(); return; } - if (ImGui::Button("Clear")) Clear(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); ImGui::SameLine(); bool copy = ImGui::Button("Copy"); ImGui::SameLine(); Filter.Draw("Filter", -100.0f); + ImGui::Separator(); - ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar); + + if (clear) + Clear(); if (copy) ImGui::LogToClipboard(); @@ -3449,6 +4724,10 @@ struct ExampleAppLog const char* buf_end = Buf.end(); if (Filter.IsActive()) { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have a random access on the result on our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). for (int line_no = 0; line_no < LineOffsets.Size; line_no++) { const char* line_start = buf + LineOffsets[line_no]; @@ -3461,13 +4740,17 @@ 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()) @@ -3483,9 +4766,9 @@ struct ExampleAppLog } ImGui::PopStyleVar(); - if (ScrollToBottom) + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); - ScrollToBottom = false; + ImGui::EndChild(); ImGui::End(); } @@ -3496,24 +4779,28 @@ static void ShowExampleAppLog(bool* p_open) { static ExampleAppLog log; - // For the demo: add a debug button before the normal log window contents - // We take advantage of the fact that multiple calls to Begin()/End() are appending to the same window. + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui::Begin("Example: Log", p_open); - if (ImGui::SmallButton("Add 5 entries")) + 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++; } } ImGui::End(); + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) log.Draw("Example: Log", p_open); } @@ -3537,43 +4824,47 @@ 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)) - selected = i; + 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)) + selected = i; + } + ImGui::EndChild(); } - ImGui::EndChild(); ImGui::SameLine(); - // right - ImGui::BeginGroup(); + // 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)) + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) { - if (ImGui::BeginTabItem("Description")) - { - ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Details")) - { - ImGui::Text("ID: 0123456789"); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } ImGui::EndChild(); if (ImGui::Button("Revert")) {} ImGui::SameLine(); if (ImGui::Button("Save")) {} - ImGui::EndGroup(); + ImGui::EndGroup(); + } } ImGui::End(); } @@ -3582,68 +4873,72 @@ 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::AlignTextToFramePadding(); + 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 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::AlignTextToFramePadding(); + ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; + ImGui::TreeNodeEx("Field", flags, "Field_%d", i); + ImGui::NextColumn(); + ImGui::SetNextItemWidth(-1); + 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) { - ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Property editor", p_open)) { ImGui::End(); return; } - ShowHelpMarker("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::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); ImGui::Columns(2); ImGui::Separator(); - struct funcs - { - static void ShowDummyObject(const char* prefix, int uid) - { - 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::PushItemWidth(-1); - if (i >= 5) - ImGui::InputFloat("##value", &dummy_members[i], 1.0f); - else - ImGui::DragFloat("##value", &dummy_members[i], 0.01f); - ImGui::PopItemWidth(); - ImGui::NextColumn(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - ImGui::PopID(); - } - }; - - // Iterate dummy objects with dummy members (all the same data) + // Iterate placeholder objects (all the same data) for (int obj_i = 0; obj_i < 3; obj_i++) - funcs::ShowDummyObject("Object", obj_i); + ShowPlaceholderObject("Object", obj_i); ImGui::Columns(1); ImGui::Separator(); @@ -3658,7 +4953,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open) // Demonstrate/test rendering huge amount of text, and the incidence of clipping. static void ShowExampleAppLongText(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Long text display", p_open)) { ImGui::End(); @@ -3669,14 +4964,17 @@ static void ShowExampleAppLongText(bool* p_open) 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 manually\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")) { log.clear(); lines = 0; } ImGui::SameLine(); if (ImGui::Button("Add 1000 lines")) { for (int i = 0; i < 1000; i++) - log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines+i); + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); lines += 1000; } ImGui::BeginChild("Log"); @@ -3689,8 +4987,9 @@ static void ShowExampleAppLongText(bool* p_open) case 1: { // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0)); - ImGuiListClipper clipper(lines); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); @@ -3699,7 +4998,7 @@ static void ShowExampleAppLongText(bool* p_open) } case 2: // Multiple calls to Text(), not clipped (slow) - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0)); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); for (int i = 0; i < lines; i++) ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); ImGui::PopStyleVar(); @@ -3723,7 +5022,10 @@ static void ShowExampleAppAutoResize(bool* p_open) } 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++) ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally @@ -3737,12 +5039,24 @@ 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 { - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); } + // Helper functions to demonstrate programmatic constraints + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); } static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } }; + const char* test_desc[] = + { + "Resize vertical only", + "Resize horizontal only", + "Width > 100, Height > 100", + "Width 400-500", + "Height 400-500", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + static bool auto_resize = false; static int type = 0; static int display_lines = 10; @@ -3757,23 +5071,15 @@ 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)", - }; + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } - ImGui::PushItemWidth(200); - ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc)); + ImGui::SetNextItemWidth(200); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(200); ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); - ImGui::PopItemWidth(); ImGui::Checkbox("Auto-resize", &auto_resize); for (int i = 0; i < display_lines; i++) ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); @@ -3785,18 +5091,28 @@ static void ShowExampleAppConstrainedResize(bool* p_open) // [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) { + // FIXME-VIEWPORT: Select a default viewport const float DISTANCE = 10.0f; static int corner = 0; ImGuiIO& io = ImGui::GetIO(); - 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); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (corner != -1) + { + window_flags |= ImGuiWindowFlags_NoMove; + ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_area_pos = viewport->GetWorkPos(); // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any! + ImVec2 work_area_size = viewport->GetWorkSize(); + ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE)); + ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); - ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background - if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav)) + ImGui::SetNextWindowViewport(viewport->ID); + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) { ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); ImGui::Separator(); @@ -3823,7 +5139,8 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) //----------------------------------------------------------------------------- // 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*) { // By default, Windows are uniquely identified by their title. @@ -3856,110 +5173,328 @@ static void ShowExampleAppWindowTitles(bool*) // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Custom rendering", p_open)) { ImGui::End(); return; } - // 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(); - - // Primitives - ImGui::Text("Primitives"); - static float sz = 36.0f; - static float thickness = 4.0f; - static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); - ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); - ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); - ImGui::ColorEdit4("Color", &col.x); - { - const ImVec2 p = ImGui::GetCursorScreenPos(); - const ImU32 col32 = ImColor(col); - float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f; - for (int n = 0; n < 2; n++) - { - // First line uses a thickness of 1.0, 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, col32, 6, th); x += sz+spacing; // Hexagon - draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, th); x += sz+spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz+spacing; - draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, th); x += sz+spacing; - draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, th); x += sz+spacing; - draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, th); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 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), col32, th); - x = p.x + 4; - y += sz+spacing; - } - draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6); x += sz+spacing; // Hexagon - draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; // Circle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing; - draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing; - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+thickness), col32); x += sz+spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+thickness, y+sz), col32); x += spacing+spacing; // Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+1, y+1), col32); 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)*8, (sz+spacing)*3)); - } - ImGui::Separator(); + // 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")) { - static ImVector points; - static bool adding_line = false; - ImGui::Text("Canvas example"); - 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)); - - 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); - if (adding_line) - { - adding_preview = true; - points.push_back(mouse_pos_in_canvas); - if (!ImGui::IsMouseDown(0)) - adding_line = adding_preview = false; + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 10); + 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 ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.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); + if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40)) + circle_segments_override = true; + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawCornerFlags corners_none = 0; + const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; + const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, 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); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + 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); + x = p.x + 4; + y += sz + spacing; + } + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + + ImGui::Dummy(ImVec2((sz + spacing) * 8.8f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); } - if (ImGui::IsItemHovered()) + + if (ImGui::BeginTabItem("Canvas")) { - if (!adding_line && ImGui::IsMouseClicked(0)) + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) { + points.push_back(mouse_pos_in_canvas); points.push_back(mouse_pos_in_canvas); adding_line = true; } - if (ImGui::IsMouseClicked(1) && !points.empty()) + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context"); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) { - adding_line = adding_preview = false; - points.pop_back(); - points.pop_back(); + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note that you already dock windows into each others _without_ a DockSpace() by just moving windows +// from their title bar (or by holding SHIFT if io.ConfigDockingWithShift is set). +// DockSpace() is only useful to construct to a central location for your application. +void ShowExampleAppDockSpace(bool* p_open) +{ + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->GetWorkPos()); + ImGui::SetNextWindowSize(viewport->GetWorkSize()); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); } - 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) - 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->PopClipRect(); - if (adding_preview) - points.pop_back(); + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n\n" + " > if io.ConfigDockingWithShift==false (default):" "\n" + " drag windows from title bar to dock" "\n" + " > if io.ConfigDockingWithShift==true:" "\n" + " drag windows from anywhere and hold Shift to dock" "\n\n" + "This demo app has nothing to do with it!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window. This is useful so you can decorate your main application window (e.g. with a menu bar)." "\n\n" + "ImGui::DockSpace() comes with one hard constraint: it needs to be submitted _before_ any window which may be docked into it. Therefore, if you use a dock spot as the central point of your application, you'll probably want it to be part of the very first window you are submitting to imgui every frame." "\n\n" + "(NB: because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, because that window is submitted as part of the NewFrame() call. An easy workaround is that you can create your own implicit \"Debug##2\" window after calling DockSpace() and leave it in the window stack for anyone to use.)" + ); + + ImGui::EndMenuBar(); } + ImGui::End(); } @@ -3970,14 +5505,14 @@ 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 - - MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f,1.0f,1.0f,1.0f)) + const char* Name; // Document title + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + bool WantClose; // Set when the document + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) { Name = name; Open = OpenPrev = open; @@ -3990,7 +5525,7 @@ struct MyDocument void DoForceClose() { Open = false; Dirty = false; } void DoSave() { Dirty = false; } - // Display dummy contents for the Document + // Display placeholder contents for the Document static void DisplayContents(MyDocument* doc) { ImGui::PushID(doc); @@ -4039,10 +5574,11 @@ 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) @@ -4060,16 +5596,31 @@ void ShowExampleAppDocuments(bool* p_open) { static ExampleAppDocuments app; - if (!ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar)) + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) { ImGui::End(); return; } - // Options - static bool opt_reorderable = true; - static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; - // Menu if (ImGui::BeginMenuBar()) { @@ -4111,10 +5662,17 @@ void ShowExampleAppDocuments(bool* p_open) doc->DoForceClose(); ImGui::PopID(); } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } ImGui::Separator(); - // Submit Tab Bar and Tabs + // Tabs + if (opt_target == Target_Tab) { ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) @@ -4154,6 +5712,53 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::EndTabBar(); } } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + NotifyOfDocumentsClosedElsewhere(app); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + doc->DoQueueClose(); + } + + MyDocument::DisplayContextMenu(doc); + if (visible) + MyDocument::DisplayContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } // Update closing queue static ImVector close_queue; @@ -4193,12 +5798,14 @@ void ShowExampleAppDocuments(bool* p_open) if (ImGui::BeginPopupModal("Save?")) { ImGui::Text("Save change to the following items?"); - ImGui::PushItemWidth(-1.0f); - ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6); - for (int n = 0; n < close_queue.Size; n++) - if (close_queue[n]->Dirty) - ImGui::Text("%s", close_queue[n]->Name); - ImGui::ListBoxFooter(); + ImGui::SetNextItemWidth(-1.0f); + if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6)) + { + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + ImGui::Text("%s", close_queue[n]->Name); + ImGui::ListBoxFooter(); + } if (ImGui::Button("Yes", ImVec2(80, 0))) { @@ -4242,3 +5849,5 @@ void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/libs/src/imgui/imgui_draw.cpp b/src/libs/src/imgui/imgui_draw.cpp index b73299b1..d98af051 100644 --- a/src/libs/src/imgui/imgui_draw.cpp +++ b/src/libs/src/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.79 // (drawing and font code) /* @@ -8,6 +8,7 @@ Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig @@ -15,7 +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) @@ -26,6 +27,8 @@ Index of this file: #endif #include "imgui.h" +#ifndef IMGUI_DISABLE + #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif @@ -33,7 +36,7 @@ Index of this file: #include // vsnprintf, sscanf, printf #if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) +#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 @@ -47,35 +50,33 @@ 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 #endif // Clang/GCC warnings with -Weverything -#ifdef __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 it. -#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("-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 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 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 #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 -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#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 //------------------------------------------------------------------------- @@ -83,7 +84,7 @@ Index of this file: //------------------------------------------------------------------------- // Compile time options: -//#define IMGUI_STB_NAMESPACE ImGuiStb +//#define IMGUI_STB_NAMESPACE ImStb //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION @@ -99,15 +100,15 @@ namespace IMGUI_STB_NAMESPACE #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic push #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 -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] #pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers @@ -116,7 +117,7 @@ namespace IMGUI_STB_NAMESPACE #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 #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 @@ -129,9 +130,9 @@ namespace IMGUI_STB_NAMESPACE #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), ImGui::MemAlloc(x)) -#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x)) -#define STBTT_assert(x) IM_ASSERT(x) +#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) @@ -150,20 +151,20 @@ namespace IMGUI_STB_NAMESPACE #endif #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic pop #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop #endif -#ifdef _MSC_VER +#if defined(_MSC_VER) #pragma warning (pop) #endif #ifdef IMGUI_STB_NAMESPACE -} // namespace ImGuiStb +} // namespace ImStb using namespace IMGUI_STB_NAMESPACE; #endif @@ -214,6 +215,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -258,7 +261,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); - colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + 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); @@ -269,6 +272,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -314,7 +319,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); @@ -325,6 +330,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -338,7 +345,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) } //----------------------------------------------------------------------------- -// ImDrawList +// [SECTION] ImDrawList //----------------------------------------------------------------------------- ImDrawListSharedData::ImDrawListSharedData() @@ -346,58 +353,75 @@ ImDrawListSharedData::ImDrawListSharedData() Font = NULL; FontSize = 0.0f; CurveTessellationTol = 0.0f; + CircleSegmentMaxError = 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++) + // Lookup tables + 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)); } + memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError() + TexUvLines = NULL; } -void ImDrawList::Clear() +void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) { + if (CircleSegmentMaxError == max_error) + return; + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = i + 1.0f; + const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError); + CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255); + } +} + +// 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. + // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC) + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); - Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill; + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.resize(0); _TextureIdStack.resize(0); _Path.resize(0); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - // NB: Do not clear channels so our allocations are re-used after the first frame. + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); } -void ImDrawList::ClearFreeMemory() +void ImDrawList::_ClearFreeMemory() { CmdBuffer.clear(); IdxBuffer.clear(); VtxBuffer.clear(); + Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.clear(); _TextureIdStack.clear(); _Path.clear(); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - for (int i = 0; i < _Channels.Size; i++) - { - if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again - _Channels[i].CmdBuffer.clear(); - _Channels[i].IdxBuffer.clear(); - } - _Channels.clear(); + _Splitter.ClearFreeMemory(); } ImDrawList* ImDrawList::CloneOutput() const { - ImDrawList* dst = IM_NEW(ImDrawList(NULL)); + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); dst->CmdBuffer = CmdBuffer; dst->IdxBuffer = IdxBuffer; dst->VtxBuffer = VtxBuffer; @@ -405,84 +429,117 @@ 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] : NULL) - void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; - draw_cmd.ClipRect = GetCurrentClipRect(); - draw_cmd.TextureId = GetCurrentTextureId(); + 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) + 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 + // 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) + 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 && prev_cmd->UserCallback == NULL) + { CmdBuffer.pop_back(); - else - curr_cmd->ClipRect = curr_clip_rect; + return; + } + + 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) + 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 && prev_cmd->UserCallback == NULL) + { CmdBuffer.pop_back(); - else - curr_cmd->TextureId = curr_texture_id; + return; + } + + curr_cmd->TextureId = _CmdHeader.TextureId; } -#undef GetCurrentClipRect -#undef GetCurrentTextureId +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; + 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; +} // 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) { 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; if (cr.y < current.y) cr.y = current.y; if (cr.z > current.z) cr.z = current.z; @@ -492,7 +549,8 @@ 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() @@ -502,108 +560,43 @@ 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(); } -void ImDrawList::ChannelsSplit(int channels_count) -{ - IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1); - int old_channels_count = _Channels.Size; - if (old_channels_count < channels_count) - _Channels.resize(channels_count); - _ChannelsCount = channels_count; - - // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer - // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. - // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer - memset(&_Channels[0], 0, sizeof(ImDrawChannel)); - for (int i = 1; i < channels_count; i++) - { - if (i >= old_channels_count) - { - IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); - } - else - { - _Channels[i].CmdBuffer.resize(0); - _Channels[i].IdxBuffer.resize(0); - } - if (_Channels[i].CmdBuffer.Size == 0) - { - ImDrawCmd draw_cmd; - draw_cmd.ClipRect = _ClipRectStack.back(); - draw_cmd.TextureId = _TextureIdStack.back(); - _Channels[i].CmdBuffer.push_back(draw_cmd); - } - } -} - -void ImDrawList::ChannelsMerge() +// 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) { - // 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 (_ChannelsCount <= 1) - return; - - ChannelsSetCurrent(0); - if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0) - CmdBuffer.pop_back(); - - int new_cmd_buffer_count = 0, new_idx_buffer_count = 0; - for (int i = 1; i < _ChannelsCount; i++) + // 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)) { - ImDrawChannel& ch = _Channels[i]; - if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) - ch.CmdBuffer.pop_back(); - new_cmd_buffer_count += ch.CmdBuffer.Size; - new_idx_buffer_count += ch.IdxBuffer.Size; + // 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(); } - CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count); - IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count); - ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count; - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } - if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; } - } - UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. - _ChannelsCount = 1; -} - -void ImDrawList::ChannelsSetCurrent(int idx) -{ - IM_ASSERT(idx < _ChannelsCount); - if (_ChannelsCurrent == idx) return; - memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times - memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer)); - _ChannelsCurrent = idx; - memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer)); - memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer)); - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size; -} - -// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) -void ImDrawList::PrimReserve(int idx_count, int vtx_count) -{ - 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); @@ -614,6 +607,17 @@ 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) { @@ -659,10 +663,10 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c _IdxWritePtr += 6; } -// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous 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_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX) { float d2 = VX*VX + VY*VY; if (d2 > EPS) { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } } +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) +#define IM_FIXNORMAL2F(VX,VY) do { 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; } while (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. @@ -671,30 +675,42 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 if (points_count < 2) return; - const ImVec2 uv = _Data->TexUvWhitePixel; + 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 > 1.0f); - 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 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); + + // 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; + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; float dx = points[i2].x - points[i1].x; float dy = points[i2].y - points[i1].y; IM_NORMALIZE2F_OVER_ZERO(dx, dy); @@ -702,91 +718,146 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 temp_normals[i1].y = -dx; } if (!closed) - temp_normals[points_count-1] = temp_normals[points_count-2]; + 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_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f) - 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 - ImVec2* out_vtx = &temp_points[i2*2]; + // 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) + { + // 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) + { + 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 { - _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 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; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; - IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f); + IM_FIXNORMAL2F(dm_x, dm_y); float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); float dm_in_x = dm_x * half_inner_thickness; float dm_in_y = dm_y * half_inner_thickness; - // Add temporary vertexes - ImVec2* out_vtx = &temp_points[i2*4]; + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; out_vtx[0].x = points[i2].x + dm_out_x; out_vtx[0].y = points[i2].y + dm_out_y; out_vtx[1].x = points[i2].x + dm_in_x; @@ -797,24 +868,24 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 out_vtx[3].y = points[i2].y - dm_out_y; // Add indexes - _IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); - _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+1); - _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); - _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1); - _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3); - _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2); + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr += 18; idx1 = idx2; } - // Add 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].col = col_trans; - _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; _VtxWritePtr += 4; } } @@ -822,14 +893,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 } else { - // Non Anti-aliased Stroke - const int idx_count = count*6; - const int vtx_count = count*4; // FIXME-OPT: Not sharing edges + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges PrimReserve(idx_count, vtx_count); for (int i1 = 0; i1 < count; i1++) { - const int i2 = (i1+1) == points_count ? 0 : i1+1; + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; const ImVec2& p1 = points[i1]; const ImVec2& p2 = points[i2]; @@ -839,14 +910,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 dx *= (thickness * 0.5f); dy *= (thickness * 0.5f); - _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = 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].col = col; - _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = 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].col = col; + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; - _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2); - _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); _IdxWritePtr += 6; _VtxCurrentIdx += 4; } @@ -866,22 +937,22 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun // Anti-aliased Fill const float AA_SIZE = 1.0f; 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); + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); PrimReserve(idx_count, vtx_count); // Add indexes for fill unsigned int vtx_inner_idx = _VtxCurrentIdx; - unsigned int vtx_outer_idx = _VtxCurrentIdx+1; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; for (int i = 2; i < points_count; i++) { - _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1)); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); _IdxWritePtr += 3; } // Compute normals ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 - for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; const ImVec2& p1 = points[i1]; @@ -892,14 +963,14 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun temp_normals[i0].y = -dx; } - for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { // Average normals const ImVec2& n0 = temp_normals[i0]; const ImVec2& n1 = temp_normals[i1]; float dm_x = (n0.x + n1.x) * 0.5f; float dm_y = (n0.y + n1.y) * 0.5f; - IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f); + IM_FIXNORMAL2F(dm_x, dm_y); dm_x *= AA_SIZE * 0.5f; dm_y *= AA_SIZE * 0.5f; @@ -909,8 +980,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun _VtxWritePtr += 2; // Add indexes for fringes - _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); - _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr += 6; } _VtxCurrentIdx += (ImDrawIdx)vtx_count; @@ -918,7 +989,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun else { // Non Anti-aliased Fill - const int idx_count = (points_count-2)*3; + const int idx_count = (points_count - 2)*3; const int vtx_count = points_count; PrimReserve(idx_count, vtx_count); for (int i = 0; i < vtx_count; i++) @@ -928,33 +999,41 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } for (int i = 2; i < points_count; i++) { - _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); _IdxWritePtr += 3; } _VtxCurrentIdx += (ImDrawIdx)vtx_count; } } -void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { if (radius == 0.0f || a_min_of_12 > a_max_of_12) { - _Path.push_back(centre); + _Path.push_back(center); return; } + + // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12, + // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise. +#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1 + a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; + a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; +#endif + _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++) { - const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; - _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)]; + _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); } } -void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { if (radius == 0.0f) { - _Path.push_back(centre); + _Path.push_back(center); return; } @@ -964,10 +1043,21 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); } } +ImVec2 ImBezierCalc(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); +} + +// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp 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) { float dx = x4 - x1; @@ -976,21 +1066,20 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl 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)) + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) { path->push_back(ImVec2(x4, y4)); } else if (level < 10) { - float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f; - float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f; - float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f; - float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; - float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; - float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; - - 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); + 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); } } @@ -999,26 +1088,17 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV 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); + PathBezierToCasteljau(&_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(ImBezierCalc(p1, p2, p3, p4, t_step * i_step)); } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) { 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); @@ -1043,133 +1123,198 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int } } -void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a + ImVec2(0.5f,0.5f)); - PathLineTo(b + ImVec2(0.5f,0.5f)); + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); PathStroke(col, false, thickness); } -// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float 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) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners); else - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // 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, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding > 0.0f) { - PathRect(a, b, rounding, rounding_corners_flags); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); } else { PrimReserve(6, 4); - PrimRect(a, b, col); + PrimRect(p_min, p_max, col); } } -void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; const ImVec2 uv = _Data->TexUvWhitePixel; PrimReserve(6, 4); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); - PrimWriteVtx(a, uv, col_upr_left); - PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); - PrimWriteVtx(c, uv, col_bot_right); - PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } -void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathStroke(col, true, thickness); } -void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathFillConvex(col); } -void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathStroke(col, true, thickness); } -void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + return; + + // Obtain segment count + if (num_segments <= 0) + { + // Automatic segment count + const int radius_idx = (int)radius - 1; + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + } + 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; + if (num_segments == 12) + PathArcToFast(center, radius - 0.5f, 0, 12 - 1); + else + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + return; + + // Obtain segment count + if (num_segments <= 0) + { + // Automatic segment count + const int radius_idx = (int)radius - 1; + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + } + 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; + if (num_segments == 12) + PathArcToFast(center, radius, 0, 12 - 1); + else + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } -void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // 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(centre, radius-0.5f, 0.0f, a_max, num_segments - 1); + 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); } -void ImDrawList::AddCircleFilled(const ImVec2& centre, 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) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1); + 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); } -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::AddBezierCurve(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); + PathLineTo(p1); + PathBezierCurveTo(p2, p3, p4, num_segments); PathStroke(col, false, thickness); } @@ -1189,9 +1334,9 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, if (font_size == 0.0f) 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); @@ -1207,46 +1352,46 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c AddText(NULL, 0.0f, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - 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); PrimReserve(6, 4); - PrimRectUV(a, b, uv_a, uv_b, col); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, 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) +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - 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); PrimReserve(6, 4); - PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int 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, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) { - AddImage(user_texture_id, a, b, uv_a, uv_b, col); + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } @@ -1255,15 +1400,161 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(a, b, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; - ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) PopTextureID(); } + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + 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.resize(channels_count); + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + if (_Channels[i]._CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + _Channels[i]._CmdBuffer.push_back(draw_cmd); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + + // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback. + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.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(); +} + //----------------------------------------------------------------------------- // [SECTION] ImDrawData //----------------------------------------------------------------------------- @@ -1287,8 +1578,10 @@ void ImDrawData::DeIndexAllBuffers() } } -// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. -void ImDrawData::ScaleClipRects(const ImVec2& scale) +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) { for (int i = 0; i < CmdListsCount; i++) { @@ -1296,7 +1589,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; - cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y); + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); } } } @@ -1312,13 +1605,19 @@ void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int ve 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); } } @@ -1359,7 +1658,7 @@ ImFontConfig::ImFontConfig() FontDataOwnedByAtlas = true; FontNo = 0; SizePixels = 0.0f; - OversampleH = 3; + OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; PixelSnapH = false; GlyphExtraSpacing = ImVec2(0.0f, 0.0f); @@ -1370,6 +1669,7 @@ ImFontConfig::ImFontConfig() MergeMode = false; RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; memset(Name, 0, sizeof(Name)); DstFont = NULL; } @@ -1379,11 +1679,10 @@ 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 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. +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // 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 " @@ -1440,8 +1739,7 @@ ImFontAtlas::ImFontAtlas() 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() @@ -1456,7 +1754,7 @@ void ImFontAtlas::ClearInputData() for (int i = 0; i < ConfigData.Size; i++) if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) { - ImGui::MemFree(ConfigData[i].FontData); + IM_FREE(ConfigData[i].FontData); ConfigData[i].FontData = NULL; } @@ -1469,17 +1767,16 @@ void ImFontAtlas::ClearInputData() } ConfigData.clear(); CustomRects.clear(); - for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) - CustomRectIds[n] = -1; + PackIdMouseCursors = PackIdLines = -1; } void ImFontAtlas::ClearTexData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); if (TexPixelsAlpha8) - ImGui::MemFree(TexPixelsAlpha8); + IM_FREE(TexPixelsAlpha8); if (TexPixelsRGBA32) - ImGui::MemFree(TexPixelsRGBA32); + IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; } @@ -1525,7 +1822,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid GetTexDataAsAlpha8(&pixels, NULL, NULL); if (pixels) { - TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)TexWidth * (size_t)TexHeight * 4); + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); const unsigned char* src = pixels; unsigned int* dst = TexPixelsRGBA32; for (int n = TexWidth * TexHeight; n > 0; n--) @@ -1557,26 +1854,29 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) { - new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize); + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); new_font_cfg.FontDataOwnedByAtlas = true; memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + // Invalidate texture ClearTexData(); return new_font_cfg.DstFont; } // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) -static unsigned int stb_decompress_length(const unsigned char *input); -static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length); +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); static const char* GetDefaultCompressedFontDataTTFBase85(); static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static void Decode85(const unsigned char* src, unsigned char* dst) { while (*src) { - unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. src += 5; dst += 4; @@ -1592,13 +1892,16 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.OversampleH = font_cfg.OversampleV = 1; font_cfg.PixelSnapH = true; } - if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px"); - if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f; + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); - font->DisplayOffset.y = 1.0f; return font; } @@ -1609,7 +1912,7 @@ 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(); @@ -1640,7 +1943,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); - unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -1652,20 +1955,18 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; - void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size); + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); - ImGui::MemFree(compressed_ttf); + IM_FREE(compressed_ttf); 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); - CustomRect r; - r.ID = id; + ImFontAtlasCustomRect r; r.Width = (unsigned short)width; r.Height = (unsigned short)height; CustomRects.push_back(r); @@ -1674,13 +1975,16 @@ 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); - CustomRect r; - r.ID = id; + ImFontAtlasCustomRect r; r.Width = (unsigned short)width; r.Height = (unsigned short)height; + r.GlyphID = id; r.GlyphAdvanceX = advance_x; r.GlyphOffset = offset; r.Font = font; @@ -1688,7 +1992,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int return CustomRects.Size - 1; // Return index } -void ImFontAtlas::CalcCustomRectUV(const CustomRect* 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 @@ -1703,16 +2007,15 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou if (Flags & ImFontAtlasFlags_NoMouseCursors) return false; - IM_ASSERT(CustomRectIds[0] != -1); - ImFontAtlas::CustomRect& 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; @@ -1753,7 +2056,7 @@ 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) }; @@ -1763,26 +2066,26 @@ 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 & (1 << bit_n)) - out->push_back((int)((it - it_begin) << 5) + 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)); } bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); - ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + ImFontAtlasBuildInit(atlas); // Clear atlas atlas->TexID = (ImTextureID)NULL; @@ -1836,15 +2139,14 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); - if (dst_tmp.SrcCount > 1 && dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) { - if (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) continue; if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? continue; @@ -1852,9 +2154,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // Add to avail set/counters src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint, true); - if (dst_tmp.SrcCount > 1) - dst_tmp.GlyphsSet.SetBit(codepoint, true); + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); total_glyphs_count++; } } @@ -1864,7 +2165,7 @@ 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); } @@ -1929,7 +2230,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) if (atlas->TexDesiredWidth > 0) atlas->TexWidth = atlas->TexDesiredWidth; else - atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). @@ -1957,7 +2258,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); spc.pixels = atlas->TexPixelsAlpha8; spc.height = atlas->TexHeight; @@ -1996,8 +2297,11 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) if (src_tmp.GlyphsCount == 0) continue; + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; // 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; @@ -2007,24 +2311,17 @@ 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); } } @@ -2036,16 +2333,6 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) return true; } -void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas) -{ - 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); -} - void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) @@ -2053,6 +2340,7 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f font->ClearOutputData(); font->FontSize = font_config->SizePixels; font->ConfigData = font_config; + font->ConfigDataCount = 0; font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; @@ -2065,7 +2353,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; IM_ASSERT(pack_context != NULL); - ImVector& user_rects = atlas->CustomRects; + ImVector& user_rects = atlas->CustomRects; IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. ImVector pack_rects; @@ -2087,59 +2375,136 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa } } +void ImFontAtlasBuildRender1bppRectFromString(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; +} + static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { - IM_ASSERT(atlas->CustomRectIds[0] >= 0); - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); - ImFontAtlas::CustomRect& 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; + ImFontAtlasBuildRender1bppRectFromString(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); + ImFontAtlasBuildRender1bppRectFromString(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 { - IM_ASSERT(r.Width == 2 && r.Height == 2); - const int offset = (int)(r.X) + (int)(r.Y) * w; + // Render 4 white pixels + 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; } - 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 + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + memset(write_ptr, 0x00, pad_left); + memset(write_ptr + pad_left, 0xFF, line_width); + memset(write_ptr + pad_left + line_width, 0x00, pad_right); + + // 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); ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { - const ImFontAtlas::CustomRect& 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 for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) 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 seldom 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; + } + } } // Retrieve list of range (2 int per range, values are inclusive) @@ -2159,7 +2524,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean() { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3131, 0x3163, // Korean alphabets - 0xAC00, 0xD79D, // Korean characters + 0xAC00, 0xD7A3, // Korean characters 0, }; return &ranges[0]; @@ -2344,6 +2709,23 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai() return &ranges[0]; } +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + //----------------------------------------------------------------------------- // [SECTION] ImFontGlyphRangesBuilder //----------------------------------------------------------------------------- @@ -2357,8 +2739,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) text += c_len; if (c_len == 0) break; - if (c < 0x10000) - AddChar((ImWchar)c); + AddChar((ImWchar)c); } } @@ -2371,11 +2752,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { - for (int n = 0; n < 0x10000; 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 < 0x10000 && GetBit(n + 1)) + while (n < max_codepoint && GetBit(n + 1)) n++; out_ranges->push_back((ImWchar)n); } @@ -2388,38 +2770,37 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) ImFont::ImFont() { - Scale = 1.0f; + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)'?'; - DisplayOffset = ImVec2(0.0f, 0.0f); - ClearOutputData(); + EllipsisChar = (ImWchar)-1; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); } ImFont::~ImFont() { - // Invalidate active font so that the user gets a clear crash instead of a dangling pointer. - // If you want to delete fonts you need to do it between Render() and NewFrame(). - // FIXME-CLEANUP - /* - ImGuiContext& g = *GImGui; - if (g.Font == this) - g.Font = NULL; - */ ClearOutputData(); } void ImFont::ClearOutputData() { FontSize = 0.0f; + FallbackAdvanceX = 0.0f; Glyphs.clear(); IndexAdvanceX.clear(); IndexLookup.clear(); FallbackGlyph = NULL; - FallbackAdvanceX = 0.0f; - ConfigDataCount = 0; - ConfigData = NULL; ContainerAtlas = NULL; - Ascent = Descent = 0.0f; DirtyLookupTables = true; + Ascent = Descent = 0.0f; MetricsTotalSurface = 0; } @@ -2429,32 +2810,43 @@ void ImFont::BuildLookupTable() for (int i = 0; i != Glyphs.Size; i++) max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + // Build lookup table IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IndexAdvanceX.clear(); IndexLookup.clear(); DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); GrowIndex(max_codepoint + 1); for (int i = 0; i < Glyphs.Size; i++) { int codepoint = (int)Glyphs[i].Codepoint; IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); } // Create a glyph to handle TAB // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) if (FindGlyph((ImWchar)' ')) { - if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& tab_glyph = Glyphs.back(); tab_glyph = *FindGlyph((ImWchar)' '); tab_glyph.Codepoint = '\t'; - tab_glyph.AdvanceX *= 4; + tab_glyph.AdvanceX *= IM_TABSIZE; IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); } + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup fall-backs FallbackGlyph = FindGlyphNoFallback(FallbackChar); FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; for (int i = 0; i < max_codepoint + 1; i++) @@ -2462,6 +2854,25 @@ void ImFont::BuildLookupTable() IndexAdvanceX[i] = FallbackAdvanceX; } +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + void ImFont::SetFallbackChar(ImWchar c) { FallbackChar = c; @@ -2479,11 +2890,33 @@ 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.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; @@ -2492,20 +2925,19 @@ 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 return; @@ -2519,7 +2951,7 @@ 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; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) @@ -2529,7 +2961,7 @@ 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; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) @@ -2618,11 +3050,11 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c } // 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) - if (line_width + word_width >= wrap_width) + if (line_width + word_width > wrap_width) { // Words that cannot possibly fit within an entire line will be cut anywhere. if (word_width < wrap_width) @@ -2644,7 +3076,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons const float line_height = size; const float scale = size / FontSize; - ImVec2 text_size = ImVec2(0,0); + ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; const bool word_wrap_enabled = (wrap_width > 0.0f); @@ -2732,26 +3164,24 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons void ImFont::RenderChar(ImDrawList* draw_list, float size, 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)) - { - 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); - } + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = IM_FLOOR(pos.x); + pos.y = IM_FLOOR(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls. + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; + pos.x = IM_FLOOR(pos.x); + pos.y = IM_FLOOR(pos.y); float x = pos.x; float y = pos.y; if (y > clip_rect.w) @@ -2854,105 +3284,157 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col continue; } - float char_width = 0.0f; - if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c)) - { - char_width = glyph->AdvanceX * scale; + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + 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; } } + + // 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 = 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; + } } } - 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)); - draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; - draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size; + draw_list->_VtxCurrentIdx = vtx_current_idx; } //----------------------------------------------------------------------------- -// [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 //----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() // - RenderMouseCursor() +// - RenderArrowDockMenu() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() -// - RenderPixelEllipsis() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() //----------------------------------------------------------------------------- -void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +// 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(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, false, thickness); +} + +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { if (mouse_cursor == ImGuiMouseCursor_None) return; IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); - const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black - const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White - 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])) @@ -2960,10 +3442,10 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im 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->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(); } } @@ -2981,6 +3463,14 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half } } +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.10f, sz * 0.15f), p_min + ImVec2(sz * 0.70f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.40f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + static inline float ImAcos01(float x) { if (x <= 0.0f) return IM_PI * 0.5f; @@ -3050,15 +3540,57 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathFillConvex(col); } -// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, -// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match -// the boldness or positioning of what the font uses... -void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col) +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) { - ImFont* font = draw_list->_Data->Font; - pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent + 0.5f - 1.0f); - for (int dot_n = 0; dot_n < count; dot_n++) - draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col); + 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, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); +} + +// 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, int rounding_corners_flags) +{ + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->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; + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + } } //----------------------------------------------------------------------------- @@ -3121,9 +3653,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns { 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) { s1 += buffer[0], s2 += s1; @@ -3150,10 +3682,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns 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; if (stb__in4(4) != 0) 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; @@ -3193,7 +3724,7 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i // Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. //----------------------------------------------------------------------------- -static const char proggy_clean_ttf_compressed_data_base85[11980+1] = +static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a // 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 +// 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) #endif -#ifdef __clang__ +// Clang/GCC warnings with -Weverything +#if defined(__clang__) #pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-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" +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#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 #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 //----------------------------------------------------------------------------- -// 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 ImGuiColumnsSet; // Storage data for a columns set -struct ImGuiContext; // Main imgui context +struct ImGuiColumns; // Storage data for a columns set +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box -struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavMoveResult; // Result of a directional navigation move query result -struct ImGuiNextWindowData; // Storage for SetNexWindow** functions -struct ImGuiPopupRef; // Storage for current popup stack +struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file 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 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 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 ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags -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 ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() -typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +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 ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() + +//----------------------------------------------------------------------------- +// [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 ImGuiStb +namespace ImStb { #undef STB_TEXTEDIT_STRING #undef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_CHARTYPE ImWchar -#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f +#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" -} // namespace ImGuiStb +} // namespace ImStb //----------------------------------------------------------------------------- -// Context pointer +// [SECTION] Macros //----------------------------------------------------------------------------- -#ifndef GImGui -extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +// Debug Logging +#ifndef IMGUI_DEBUG_LOG +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) #endif -//----------------------------------------------------------------------------- -// Generic helpers -//----------------------------------------------------------------------------- +// Debug Logging for selected systems. Remove the '((void)0) //' to enable. +//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log +#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log + +// Static Asserts +#if (__cplusplus >= 201100) +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") +#else +#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#endif + +// "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_ASSERT_PARANOID(_EXPR) +#endif + +// 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 -#define IM_PI 3.14159265358979323846f +// Misc Macros +#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!) +#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" +#define IM_NEWLINE "\n" #endif -#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) -#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#define IM_TABSIZE (4) #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_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 @@ -138,36 +221,58 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe #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 +// 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] 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, 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: ImPool<> +// - Helper: ImChunkStream<> +//----------------------------------------------------------------------------- -// Helpers: Misc +// Helpers: Hashing 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, 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) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } -static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } -static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } -#define ImQsort qsort +IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); #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: Sorting +#define ImQsort qsort + +// 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 int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } -// Helpers: String +// Helpers: String, Formatting IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); @@ -179,55 +284,98 @@ 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); IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API 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 // 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 -static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); } -static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); } -static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); } -static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); } -static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); } -static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } -static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } -static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); } -static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); } -static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } #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 // - 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); } -static inline float ImPow(float x, float y) { return powf(x, y); } -static inline double ImPow(double x, double y) { return pow(x, y); } -static inline float ImFmod(float x, float y) { return fmodf(x, y); } -static inline double ImFmod(double x, double y) { return fmod(x, y); } -static inline float ImCos(float x) { return cosf(x); } -static inline float ImSin(float x) { return sinf(x); } -static inline float ImAcos(float x) { return acosf(x); } -static inline float ImAtan2(float y, float x) { return atan2f(y, x); } -static inline double ImAtof(const char* s) { return atof(s); } -static inline float ImFloorStd(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 ceilf(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 already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } #endif -// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double, using templates here but we could also redefine them 6 times +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } // - Misc maths helpers static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } @@ -236,137 +384,311 @@ static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } -static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } -static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } -static inline float ImFloor(float f) { return (float)(int)f; } -static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImFloor(float f) { return (float)(int)(f); } +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -// Helper: ImBoolVector. Store 1-bit per value. -// Note that Resize() currently clears the whole vector. -struct ImBoolVector +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier +IMGUI_API ImVec2 ImBezierClosestPoint(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 ImBezierClosestPointCasteljau(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 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) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +struct ImVec1 +{ + float x; + ImVec1() { x = 0.0f; } + ImVec1(float _x) { x = _x; } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih { - 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; } + short x, y; + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } + explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } }; -// 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, +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// 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) +{ + 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: 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: 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 { - ImVector Data; // Contiguous data + ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index ImPoolIdx FreeIdx; // Next free idx to use 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(); } - 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]; } + 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 = 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(); return &Buf[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; } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Buf.Size; } +}; + +// 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 (this what the '(X + 3) & ~3' statement is for) +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct IMGUI_API 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 = ((HDR_SZ + sz) + 3u) & ~3u; 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); } }; //----------------------------------------------------------------------------- -// Misc data structures +// [SECTION] ImDrawList support //----------------------------------------------------------------------------- -// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) -struct ImVec1 +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. +#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER +#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1 +#endif + +// 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 { - float x; - ImVec1() { x = 0.0f; } - ImVec1(float _x) { x = _x; } + 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[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + + ImDrawListSharedData(); + void SetCircleSegmentMaxError(float max_error); }; -enum ImGuiButtonFlags_ +struct ImDrawDataBuilder { - ImGuiButtonFlags_None = 0, - ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set] - 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 + 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(); }; -enum ImGuiSliderFlags_ +//----------------------------------------------------------------------------- +// [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_ { - ImGuiSliderFlags_None = 0, - ImGuiSliderFlags_Vertical = 1 << 0 + ImGuiItemFlags_None = 0, + 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_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_Default_ = 0 }; -enum ImGuiDragFlags_ +// Storage for LastItem data +enum ImGuiItemStatusFlags_ { - ImGuiDragFlags_None = 0, - ImGuiDragFlags_Vertical = 1 << 0 + 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_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. + +#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 ImGuiColumnsFlags_ +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ { - // 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. + 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 + 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 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 << 10, - ImGuiSelectableFlags_PressedOnClick = 1 << 11, - ImGuiSelectableFlags_PressedOnRelease = 1 << 12, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13 + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // 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 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f +}; + +// 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_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 }; -// Storage for LastItem data -enum ImGuiItemStatusFlags_ +enum ImGuiTextFlags_ { - 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) + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}; -#ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui-test only] - ImGuiItemStatusFlags_Openable = 1 << 10, // - ImGuiItemStatusFlags_Opened = 1 << 11, // - ImGuiItemStatusFlags_Checkable = 1 << 12, // - ImGuiItemStatusFlags_Checked = 1 << 13 // -#endif +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. @@ -377,6 +699,15 @@ enum ImGuiLayoutType_ 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 { @@ -417,7 +748,7 @@ enum ImGuiNavHighlightFlags_ ImGuiNavHighlightFlags_None = 0, ImGuiNavHighlightFlags_TypeDefault = 1 << 0, ImGuiNavHighlightFlags_TypeThin = 1 << 1, - ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. ImGuiNavHighlightFlags_NoRounding = 1 << 3 }; @@ -437,7 +768,8 @@ enum ImGuiNavMoveFlags_ 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_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 }; enum ImGuiNavForward @@ -457,43 +789,30 @@ enum ImGuiNavLayer enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip }; -// 2D axis aligned bounding-box -// NB: we can't rely on ImVec2 math operators being available here -struct IMGUI_API ImRect +struct ImGuiDataTypeTempStorage { - ImVec2 Min; // Upper-left - ImVec2 Max; // Lower-right + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT +}; - 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) {} +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; - ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } - ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } - float GetWidth() const { return Max.x - Min.x; } - float GetHeight() const { return Max.y - Min.y; } - ImVec2 GetTL() const { return Min; } // Top-left - ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right - ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left - ImVec2 GetBR() const { return Max; } // Bottom-right - bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } - bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } - bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } - void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } - void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } - void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } - void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } - void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } - void TranslateX(float dx) { Min.x += dx; Max.x += dx; } - void TranslateY(float dy) { Min.y += dy; Max.y += dy; } - void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. - void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. - void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } - bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } +// 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 @@ -520,91 +839,181 @@ struct ImGuiGroupData ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; - ImVec2 BackupCurrentLineSize; - float BackupCurrentLineTextBaseOffset; - float BackupLogLinePosY; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; - bool AdvanceCursor; + 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 { - int Count; float Spacing; float Width, NextWidth; - float Pos[4], NextWidths[4]; + float Pos[3], NextWidths[3]; ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); - float CalcExtraSpace(float avail_w); + float CalcExtraSpace(float avail_w) const; }; // Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. - ImVector InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) - ImVector TempBuffer; // temporary buffer for callback and other other operations. size=capacity. - int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) int BufCapacityA; // end-user buffer capacity - float ScrollX; - ImGuiStb::STB_TexteditState StbState; - float CursorAnim; - bool CursorFollow; - bool SelectedAllMouseLock; - - // Temporarily set when active - ImGuiInputTextFlags UserFlags; - ImGuiInputTextCallback UserCallback; - void* UserCallbackData; - - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); } - bool HasSelection() const { return StbState.select_start != StbState.select_end; } - void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; } - void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; } - void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextCallback UserCallback; // " + void* UserCallbackData; // " + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; -// Windows data saved in imgui.ini file -struct ImGuiWindowSettings +// Storage for current popup stack +struct ImGuiPopupData { - char* Name; - ImGuiID ID; - ImVec2 Pos; - ImVec2 Size; - bool Collapsed; + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; } + ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } }; -struct ImGuiSettingsHandler +struct ImGuiNavMoveResult { - const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' - ImGuiID TypeHash; // == ImHash(TypeName, 0, 0) - 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; + ImGuiWindow* Window; // Best candidate window + ImGuiID ID; // Best candidate ID + ImGuiID FocusScopeId; // Best candidate focus scope ID + 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 - ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } + ImGuiNavMoveResult() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } }; -// Storage for current popup stack -struct ImGuiPopupRef +enum ImGuiNextWindowDataFlags_ { - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* ParentWindow; // Set on OpenPopup() - int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) - ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) - ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasViewport = 1 << 8, + ImGuiNextWindowDataFlags_HasDock = 1 << 9, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10 +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth() + ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) + ImGuiCond OpenCond; + bool OpenVal; // Set by SetNextItemOpen() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; +}; + +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. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +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. }; struct ImGuiColumnData @@ -614,10 +1023,10 @@ struct ImGuiColumnData ImGuiColumnsFlags Flags; // Not exposed ImRect ClipRect; - ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; } + ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } }; -struct ImGuiColumnsSet +struct ImGuiColumns { ImGuiID ID; ImGuiColumnsFlags Flags; @@ -625,274 +1034,464 @@ struct ImGuiColumnsSet bool IsBeingResized; int Current; int Count; - float MinX, MaxX; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x float LineMinY, LineMaxY; - float StartPosY; // Copy of CursorPos - float StartMaxPosX; // Copy of CursorMaxPos + 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; - ImGuiColumnsSet() { Clear(); } + ImGuiColumns() { Clear(); } void Clear() { ID = 0; - Flags = 0; + Flags = ImGuiColumnsFlags_None; IsFirstFrame = false; IsBeingResized = false; Current = 0; Count = 1; - MinX = MaxX = 0.0f; + OffMinX = OffMaxX = 0.0f; LineMinY = LineMaxY = 0.0f; - StartPosY = 0.0f; - StartMaxPosX = 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() +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- - // Const data - // FIXME: Bake rounded corners fill/borders in atlas - ImVec2 CircleVtx12[12]; +#ifdef IMGUI_HAS_MULTI_SELECT +// +#endif // #ifdef IMGUI_HAS_MULTI_SELECT - ImDrawListSharedData(); +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_DOCK + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved // + ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved. + ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window/node. + ImGuiDockNodeFlags_NoResizeX = 1 << 21, // [EXPERIMENTAL] + ImGuiDockNodeFlags_NoResizeY = 1 << 22, // [EXPERIMENTAL] + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking }; -struct ImDrawDataBuilder +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ { - ImVector Layers[2]; // Global layers for: regular, tooltip + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window +}; - 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(); +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible }; -struct ImGuiNavMoveResult +// sizeof() 116~160 +struct ImGuiDockNode { - ImGuiID ID; // Best candidate - 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 + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // Flags specific to this node + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + + ImGuiDockNodeState State; + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool HasCloseButton :1; + bool HasWindowMenuButton :1; + bool EnableCloseButton :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + bool MarkedForPosSizeWrite :1; // Update by DockNodeTreeUpdatePosSize() write-filtering + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (LocalFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImGuiDockNodeFlags GetMergedFlags() const { return SharedFlags | LocalFlags; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } +}; - ImGuiNavMoveResult() { Clear(); } - void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { WantFullRebuild = false; } }; -// Storage for SetNexWindow** functions -struct ImGuiNextWindowData +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_VIEWPORT + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Note that every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport { - ImGuiCond PosCond; - ImGuiCond SizeCond; - ImGuiCond ContentSizeCond; - ImGuiCond CollapsedCond; - ImGuiCond SizeConstraintCond; - ImGuiCond FocusCond; - ImGuiCond BgAlphaCond; - ImVec2 PosVal; - ImVec2 PosPivotVal; - ImVec2 SizeVal; - ImVec2 ContentSizeVal; - bool CollapsedVal; - ImRect SizeConstraintRect; - ImGuiSizeCallback SizeCallback; - void* SizeCallbackUserData; - float BgAlphaVal; - ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. - - ImGuiNextWindowData() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0; - PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); - ContentSizeVal = ImVec2(0.0f, 0.0f); - CollapsedVal = false; - SizeConstraintRect = ImRect(); - SizeCallback = NULL; - SizeCallbackUserData = NULL; - BgAlphaVal = FLT_MAX; - MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - } + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFrameDrawLists[2]; // Last frame number the background (0) and foreground (1) draw lists were used + int LastFrontMostStampCount; // Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order + ImGuiID LastNameHash; + ImVec2 LastPos; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + short PlatformMonitor; + bool PlatformWindowCreated; + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 CurrWorkOffsetMin; // Work area top-left offset being increased during the frame + ImVec2 CurrWorkOffsetMax; // Work area bottom-right offset being decreased during the frame + + ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y, Pos.x + Size.x + WorkOffsetMax.x, Pos.y + Size.y + WorkOffsetMax.y); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } +}; - void Clear() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0; - } +#endif // #ifdef IMGUI_HAS_VIEWPORT + +//----------------------------------------------------------------------------- +// [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; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiWindowSettings() { ID = 0; Pos = Size = ViewportPos = ImVec2ih(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = WantApply = false; } + char* GetName() { return (char*)(this + 1); } }; -struct ImGuiTabBarSortItem +struct ImGuiSettingsHandler { - int Index; - float Width; + 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)); } }; //----------------------------------------------------------------------------- -// Main imgui context +// [SECTION] ImGuiContext (main 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; + ImGuiPlatformIO PlatformIO; ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. ImDrawListSharedData DrawListSharedData; - double Time; int FrameCount; int FrameCountEnded; + int FrameCountPlatformEnded; int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() + 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 WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic) + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child 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) + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiDockNode* HoveredDockNode; // Hovered dock node. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->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 HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget - ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) - bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEdited; - int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) - int ActiveIdBlockNavInputFlags; + 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; + 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. + ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; - ImGuiWindow* ActiveIdPreviousFrameWindow; 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. - ImVec2 LastValidMousePos; - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + + // Next window/item data + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + + // Shared stacks ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions - bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions - ImGuiCond NextTreeNodeOpenCond; - - // Navigation data (for gamepad/keyboard) + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + float CurrentDpiScale; // == CurrentViewport->DpiScale + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' ImGuiID NavId; // Focused item for navigation + ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 ImGuiID NavJustTabbedId; // Just tabbed to this id. - ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest) - ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyModFlags NavJustMovedToKeyMods; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. 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. + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], 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 front-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 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 + 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 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) + ImGuiKeyModFlags NavMoveRequestKeyMods; ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request - ImGuiDir NavMoveClipDir; + 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) + ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. + ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. + + // 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; + + // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) + ImGuiWindow* FocusRequestCurrWindow; // + ImGuiWindow* FocusRequestNextWindow; // + int FocusRequestCurrCounterRegular; // 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 FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterRegular; // Stored for next frame + int FocusRequestNextCounterTabStop; // " + bool FocusTabPressed; // // 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 OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few 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 // Tab bars - ImPool TabBars; - ImVector CurrentTabBar; - ImVector TabSortByWidthBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; // Widget state + ImVec2 LastValidMousePos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; - ImGuiID ScalarAsInputTextId; // 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 - ImVec4 ColorPickerRef; + float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips + float ColorEditLastColor[3]; + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + 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 - ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + 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 + 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, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor + ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor + ImVec2 PlatformImeLastPos; + ImGuiViewportP* PlatformImePosViewport; + char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; // Settings - bool SettingsLoaded; - float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero - ImGuiTextBuffer SettingsIniData; // In memory .ini settings - ImVector SettingsHandlers; // List of .ini settings handlers - ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) - - // Logging - bool LogEnabled; - FILE* LogFile; // If != NULL log to stdout/ file - ImGuiTextBuffer LogClipboard; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. - int LogStartDepth; - int LogAutoExpandMaxDepth; + 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 + + // 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. + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Debug Tools + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. @@ -901,58 +1500,73 @@ struct ImGuiContext int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags int WantCaptureKeyboardNextFrame; int WantTextInputNextFrame; - char TempBuffer[1024*3+1]; // Temporary text buffer + char TempBuffer[1024 * 3 + 1]; // Temporary text buffer - ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL) + ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; - FrameScopeActive = FrameScopePushedImplicitWindow = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + 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; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + TestEngineHookItems = false; + TestEngineHookIdInfo = 0; + TestEngine = NULL; + WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; - HoveredId = 0; + HoveredWindowUnderMovingWindow = NULL; + HoveredDockNode = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; + + HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; - HoveredIdPreviousFrame = 0; + HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; - ActiveIdPreviousFrame = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; - ActiveIdHasBeenEdited = false; - ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEdited = false; - ActiveIdAllowNavDirFlags = 0x00; - ActiveIdBlockNavInputFlags = 0x00; - ActiveIdClickOffset = ImVec2(-1,-1); - ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask = 0x00; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = 0; + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; LastActiveId = 0; LastActiveIdTimer = 0.0f; - LastValidMousePos = ImVec2(0.0f, 0.0f); - MovingWindow = NULL; - NextTreeNodeOpenVal = false; - NextTreeNodeOpenCond = 0; + + CurrentDpiScale = 0.0f; + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + ViewportFrontMostStampCount = 0; NavWindow = NULL; - NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavJustMovedToKeyMods = ImGuiKeyModFlags_None; NavInputSource = ImGuiInputSource_None; - NavScoringRectScreen = ImRect(); + NavScoringRect = ImRect(); NavScoringCount = 0; - NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; - NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; - NavWindowingToggleLayer = false; NavLayer = ImGuiNavLayer_Main; NavIdTabCounter = INT_MAX; NavIdIsAlive = false; @@ -963,44 +1577,70 @@ struct ImGuiContext NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; - NavMoveFromClampedRefRect = false; NavMoveRequest = false; - NavMoveRequestFlags = 0; + NavMoveRequestFlags = ImGuiNavMoveFlags_None; NavMoveRequestForward = ImGuiNavForward_None; + NavMoveRequestKeyMods = ImGuiKeyModFlags_None; NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + NavWrapRequestWindow = NULL; + NavWrapRequestFlags = ImGuiNavMoveFlags_None; + + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + + FocusRequestCurrWindow = FocusRequestNextWindow = NULL; + FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; + FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; + FocusTabPressed = false; DimBgRatio = 0.0f; - OverlayDrawList._Data = &DrawListSharedData; - OverlayDrawList._OwnerName = "##Overlay"; // 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)); - ScalarAsInputTextId = 0; + CurrentTabBar = NULL; + + LastValidMousePos = ImVec2(0.0f, 0.0f); + TempInputId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditLastHue = ColorEditLastSat = 0.0f; + ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; - ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); + ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; + PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); + PlatformImePosViewport = 0; + PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; LogEnabled = false; + LogType = ImGuiLogType_None; LogFile = NULL; - LogStartDepth = 0; - LogAutoExpandMaxDepth = 2; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + DebugItemPickerActive = false; + DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; @@ -1010,51 +1650,56 @@ struct ImGuiContext } }; -// 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_Default_ = 0 -}; +//----------------------------------------------------------------------------- +// [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. struct IMGUI_API ImGuiWindowTempData { - ImVec2 CursorPos; + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; - ImVec2 CursorStartPos; // Initial position in client area with padding - ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame - ImVec2 CurrentLineSize; - float CurrentLineTextBaseOffset; + 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 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; - float LogLinePosY; - int TreeDepth; - ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31 - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; // Interaction rect - ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + 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; + + // Last item status + 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) + + // 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) + int NavLayerActiveMask; // Which layers have been written to (result from previous frame) + int NavLayerActiveMaskNext; // 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; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiColumns* CurrentColumns; // Current columns set ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. + // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. 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 @@ -1065,66 +1710,71 @@ struct IMGUI_API ImGuiWindowTempData 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. - ImGuiColumnsSet* ColumnsSet; // Current columns set - ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); - CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); - CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; - LogLinePosY = -1.0f; - TreeDepth = 0; - TreeDepthMayJumpToParentOnPop = 0x00; + CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; + Indent = ImVec1(0.0f); + ColumnsOffset = ImVec1(0.0f); + GroupOffset = ImVec1(0.0f); + LastItemId = 0; - LastItemStatusFlags = 0; + LastItemStatusFlags = ImGuiItemStatusFlags_None; LastItemRect = LastItemDisplayRect = ImRect(); + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerCurrent = ImGuiNavLayer_Main; - NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + NavFocusScopeIdCurrent = 0; NavHideHighlightOneFrame = false; NavHasScroll = false; + MenuBarAppending = false; MenuBarOffset = ImVec2(0.0f, 0.0f); + TreeDepth = 0; + TreeJumpToParentOnPopMask = 0x00; StateStorage = NULL; + CurrentColumns = NULL; LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; - ItemWidth = 0.0f; + FocusCounterRegular = FocusCounterTabStop = -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); - ColumnsSet = NULL; } }; // Storage for one window struct IMGUI_API ImGuiWindow { - char* Name; - ImGuiID ID; // == ImHash(Name) - ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed - ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. - ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. - ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() - ImVec2 WindowPadding; // Window padding at the time of begin. - float WindowRounding; // Window rounding at the time of begin. - float WindowBorderSize; // Window border size at the time of begin. + 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 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImVec2 Scroll; + ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered - ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis - bool ScrollbarX, ScrollbarY; + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window @@ -1132,42 +1782,57 @@ 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 (== (HiddenFramesForResize > 0) || + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. 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. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) - int AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; - int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; - int HiddenFramesRegular; // Hide the window for N frames - int HiddenFramesForResize; // Hide the window for N frames while allowing items to be submitted so we can measure their size + 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. + ImGuiCond SetWindowDockAllowFlags; // store acceptable condition flags for SetNextWindowDock() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) - ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. + 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. - ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack - ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. - ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerMainRect, InnerClipRect; - ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis + + // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; - ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; - ImVector ColumnsStorage; - float FontWindowScale; // User scale multiplier per-window - int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window. + ImGuiWindow* RootWindowDockStop; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state. 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. @@ -1175,14 +1840,20 @@ 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 - // Navigation / Focus - // FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext - int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() - int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through) - int FocusIdxAllRequestCurrent; // Item being requested for focus - int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus - int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame) - int FocusIdxTabRequestNext; // " + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + + // Docking + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; public: ImGuiWindow(ImGuiContext* context, const char* name); @@ -1190,56 +1861,72 @@ struct IMGUI_API ImGuiWindow ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } - float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; } - float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; // 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 +struct ImGuiLastItemDataBackup { ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; ImRect LastItemDisplayRect; - ImGuiItemHoveredDataBackup() { Backup(); } + ImGuiLastItemDataBackup() { 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_ enum ImGuiTabBarFlagsPrivate_ { - ImGuiTabBarFlags_DockNode = 1 << 20, // [Docking: Unused in Master Branch] Part of a dock node - ImGuiTabBarFlags_DockNodeIsDockSpace = 1 << 21, // [Docking: Unused in Master Branch] Part of an explicit dockspace node node - ImGuiTabBarFlags_IsFocused = 1 << 22, - ImGuiTabBarFlags_SaveSettings = 1 << 23 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; -// Storage for one active tab item (sizeof() 26~32 bytes) +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. + ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) +}; + +// Storage for one active tab item (sizeof() 32~40 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance float Offset; // Position relative to beginning of tab float Width; // Width currently displayed - float WidthContents; // Width of actual contents, stored during BeginTabItem() call + float ContentWidth; // Width of label, stored during BeginTabItem() call + ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS8 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS8 IndexDuringLayout; // Index only used during TabBarLayout() + bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; Offset = Width = WidthContents = 0.0f; } + ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; } }; // Storage for a tab bar (sizeof() 92~96 bytes) @@ -1247,35 +1934,59 @@ struct ImGuiTabBar { ImVector Tabs; ImGuiID ID; // Zero for tab-bars used by docking - ImGuiID SelectedTabId; // Selected tab + ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; - float ContentsHeight; - float OffsetMax; // Distance from BarRect.Min.x, locked during layout - float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + float LastTabContentHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped float ScrollingAnim; float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; - int ReorderRequestDir; + ImS8 ReorderRequestDir; + ImS8 TabsActiveCount; // Number of tabs submitted this frame. 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 + short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. ImGuiTabBar(); - int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + const char* GetTabName(const ImGuiTabItem* tab) const + { + if (tab->Window) + return tab->Window->Name; + IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); + return TabsNames.Buf.Data + tab->NameOffset; + } }; //----------------------------------------------------------------------------- -// Internal API -// No guarantee of forward compatibility here. +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_TABLE +// +#endif // #ifdef IMGUI_HAS_TABLE + +//----------------------------------------------------------------------------- +// [SECTION] 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. @@ -1284,23 +1995,27 @@ namespace ImGui inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); - IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusPreviousWindowIgnoringOne(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 void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); - IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); - IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window); - IMGUI_API float GetWindowScrollMaxY(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 SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + // 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); + + // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } // Init IMGUI_API void Initialize(ImGuiContext* context); @@ -1309,18 +2024,36 @@ namespace ImGui // NewFrame IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void ShowViewportThumbnails(); + // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Scrolling + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + // Basic Accessors - inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); @@ -1329,34 +2062,45 @@ namespace ImGui 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 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 void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); 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, bool tab_stop = true); // Return true if focus is requested + IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); - IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y); + 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 = 0.0f); + 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 ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // 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 // Popups, Modals, Tooltips - IMGUI_API void OpenPopupEx(ImGuiID id); - IMGUI_API void ClosePopupToLevel(int remaining, bool apply_focus_to_window_under); - IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window); - 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 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, 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 ImGuiWindow* GetFrontMostPopupModal(); + IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); 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 + // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API void NavMoveRequestCancel(); @@ -1364,89 +2108,183 @@ namespace ImGui 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 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 SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id); + IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int 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 GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Inputs - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } - inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } - inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } - inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + 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; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } + inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } + IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextUpdateDocking(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); // Drag and Drop IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); - // New Columns API (FIXME-WIP) + // 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, ImGuiColumnsFlags 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 = -1); + 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); // Tab Bars - IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); - IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); - IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); - IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, const char* label, ImGuiID tab_id, ImGuiID close_button_id); + 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, bool is_contents_visible); // Render helpers // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); - IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); - IMGUI_API void RenderColorRectWithAlphaCheckerboard(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 RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); - IMGUI_API void RenderBullet(ImVec2 pos); - 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, int rounding_corners_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); // Render helpers (those functions don't access any ImGui state!) - IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); - IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif // Widgets - IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); - IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); - 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 void Scrollbar(ImGuiLayoutType direction); - IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); + 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 GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); // 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 SetNextTreeNodeOpened() data, if any. May return true when logging - IMGUI_API void TreePushRawID(ImGuiID id); + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging + IMGUI_API void TreePushOverrideID(ImGuiID id); // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " - template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const 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, const T v_min, const 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 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); + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_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, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -1454,39 +2292,66 @@ namespace ImGui 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 graph_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 GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Debug Tools + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + } // namespace ImGui // ImFontAtlas internals IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char 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); -// Test engine hooks (imgui-test) -//#define IMGUI_ENABLE_TEST_ENGINE +//----------------------------------------------------------------------------- +// [SECTION] Test Engine Hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + #ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_Shutdown(ImGuiContext* ctx); 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); -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +#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 +#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); +#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); #else -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#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) +#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) do { } while (0) +#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0) #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop #endif #ifdef _MSC_VER #pragma warning (pop) #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/libs/src/imgui/imgui_widgets.cpp b/src/libs/src/imgui/imgui_widgets.cpp index feeb3f9e..3aed17c1 100644 --- a/src/libs/src/imgui/imgui_widgets.cpp +++ b/src/libs/src/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.68 WIP +// dear imgui, v1.79 // (widgets code) /* @@ -24,6 +24,7 @@ Index of this file: // [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. */ @@ -32,12 +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" -#include // toupper, isprint +#include // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else @@ -46,27 +49,32 @@ Index of this file: // 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 #endif // Clang/GCC warnings with -Weverything -#ifdef __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 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 -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#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 //------------------------------------------------------------------------- @@ -74,33 +82,36 @@ Index of this file: //------------------------------------------------------------------------- // Those MIN/MAX values are not define because we need to point to them -static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); -static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) -static const ImU32 IM_U32_MIN = 0; -static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) #ifdef LLONG_MIN -static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); -static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); #else -static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; -static const ImS64 IM_S64_MAX = 9223372036854775807LL; +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; #endif -static const ImU64 IM_U64_MIN = 0; +static const ImU64 IM_U64_MIN = 0; #ifdef ULLONG_MAX -static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); #else -static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); #endif //------------------------------------------------------------------------- // [SECTION] Forward Declarations //------------------------------------------------------------------------- -// Data Type helpers -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); - // For InputTextEx() static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); @@ -109,6 +120,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. //------------------------------------------------------------------------- +// - TextEx() [Internal] // - TextUnformatted() // - Text() // - TextV() @@ -124,7 +136,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const // - BulletTextV() //------------------------------------------------------------------------- -void ImGui::TextUnformatted(const char* text, const char* text_end) +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -136,9 +148,9 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) if (text_end == NULL) text_end = text + strlen(text); // FIXME-OPT - const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); + 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; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); if (text_end - text > 2000 && !wrap_enabled) { // Long text! @@ -148,71 +160,68 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. const char* line = text; const float line_height = GetTextLineHeight(); - const ImRect clip_rect = window->ClipRect; - ImVec2 text_size(0,0); + ImVec2 text_size(0, 0); - if (text_pos.y <= clip_rect.Max.y) + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) { - ImVec2 pos = text_pos; - - // Lines to skip (can't skip when logging text) - if (!g.LogEnabled) - { - int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height); - if (lines_skippable > 0) - { - int lines_skipped = 0; - while (line < text_end && lines_skipped < lines_skippable) - { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); - if (!line_end) - line_end = text_end; - line = line_end + 1; - lines_skipped++; - } - pos.y += lines_skipped * line_height; - } - } - - // Lines to render - if (line < text_end) + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) { - ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); - while (line < text_end) - { - if (IsClippedEx(line_rect, 0, false)) - break; - - const char* line_end = (const char*)memchr(line, '\n', text_end - line); - if (!line_end) - line_end = text_end; - const ImVec2 line_size = CalcTextSize(line, line_end, false); - text_size.x = ImMax(text_size.x, line_size.x); - RenderText(pos, line, line_end, false); - line = line_end + 1; - line_rect.Min.y += line_height; - line_rect.Max.y += line_height; - pos.y += line_height; - } - - // Count remaining lines int lines_skipped = 0; - while (line < text_end) + while (line < text_end && lines_skipped < lines_skippable) { const char* line_end = (const char*)memchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); line = line_end + 1; lines_skipped++; } pos.y += lines_skipped * line_height; } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0, false)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } - text_size.y += (pos - text_pos).y; + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; } + text_size.y = (pos - text_pos).y; ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } else @@ -220,9 +229,8 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) 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); - // Account of baseline offset ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); if (!ItemAdd(bb, 0)) return; @@ -231,6 +239,11 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) } } +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + void ImGui::Text(const char* fmt, ...) { va_list args; @@ -247,7 +260,7 @@ void ImGui::TextV(const char* fmt, va_list args) ImGuiContext& g = *GImGui; const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - TextUnformatted(g.TempBuffer, text_end); + TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) @@ -261,7 +274,10 @@ 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(); } @@ -275,8 +291,12 @@ 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(); } @@ -290,10 +310,14 @@ void ImGui::TextWrapped(const char* fmt, ...) void ImGui::TextWrappedV(const char* fmt, va_list args) { - bool need_backup = (GImGui->CurrentWindow->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(); } @@ -318,8 +342,8 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const float w = CalcItemWidth(); 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 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); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; @@ -327,7 +351,7 @@ 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, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } @@ -353,16 +377,18 @@ void ImGui::BulletTextV(const char* fmt, va_list args) const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.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; // Render - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); } //------------------------------------------------------------------------- @@ -375,7 +401,10 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - ArrowButton() // - CloseButton() [Internal] // - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] // - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] // - Image() // - ImageButton() // - Checkbox() @@ -385,6 +414,60 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - Bullet() //------------------------------------------------------------------------- +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; @@ -398,17 +481,22 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool return false; } - // Default behavior requires click+release on same spot - if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) - flags |= ImGuiButtonFlags_PressedOnClickRelease; + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonDefault_; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window->RootWindow; + if (flatten_hovered_children) g.HoveredWindow = window; #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0 && window->DC.LastItemId != id) - ImGuiTestEngineHook_ItemAdd(&g, bb, id); + IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); #endif bool pressed = false; @@ -422,60 +510,74 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { + const float DRAG_DROP_HOLD_TIMER = 0.70f; 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 (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f)) { pressed = true; + g.DragDropHoldJustPressedId = id; FocusWindow(window); } } - if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) + if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) hovered = false; - // Mouse + // Mouse handling if (hovered) { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - // | CLICKING | HOLDING with ImGuiButtonFlags_Repeat - // PressedOnClickRelease | * | .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds - // PressedOnClick | | .. - // PressedOnRelease | | .. (NOT on release) - // PressedOnDoubleClick | | .. - // FIXME-NAV: We don't honor those different behaviors. - if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + // Poll buttons + int mouse_button_clicked = -1; + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + + if (mouse_button_clicked != -1 && g.ActiveId != id) { - SetActiveID(id, window); - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - FocusWindow(window); - } - if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) - { - pressed = true; - if (flags & ImGuiButtonFlags_NoHoldingActiveID) - ClearActiveID(); - else - SetActiveID(id, window); // Hold on ID - FocusWindow(window); + 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.MouseDoubleClicked[mouse_button_clicked])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + FocusWindow(window); + } } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) + if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) { - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + // Repeat mode trumps on release behavior + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; + if (!has_repeated_at_least_once) pressed = true; 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) @@ -485,12 +587,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // 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)) - hovered = true; - + 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) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); if (nav_activated_by_code || nav_activated_by_inputs) pressed = true; if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) @@ -500,10 +602,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetActiveID(id, window); if ((nav_activated_by_code || nav_activated_by_inputs) && !(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) { @@ -511,16 +613,25 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { 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)) - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps - if (!g.DragDropActive) - pressed = true; + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } ClearActiveID(); } if (!(flags & ImGuiButtonFlags_NoNavFocus)) @@ -528,9 +639,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { + // When activated using Nav, we hold on the ActiveID until activation button is released if (g.NavActivateDownId != id) ClearActiveID(); } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; } if (out_hovered) *out_hovered = hovered; @@ -551,8 +665,8 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 pos = window->DC.CursorPos; - if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) - pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); const ImRect bb(pos, pos + size); @@ -564,8 +678,6 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - if (pressed) - MarkItemEdited(id); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); @@ -583,7 +695,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags 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. @@ -599,7 +711,7 @@ 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) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -616,7 +728,7 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) return false; bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); return pressed; } @@ -631,7 +743,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); - ItemSize(bb, (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; @@ -642,10 +754,11 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); - RenderArrow(bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), dir); + 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); return pressed; } @@ -653,18 +766,18 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu 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 radius) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) { 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). - const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); bool is_clipped = !ItemAdd(bb, id); bool hovered, held; @@ -673,20 +786,22 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) return pressed; // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); - float cross_extent = (radius * 0.7071f) - 1.0f; + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); - window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); - window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); return pressed; } -bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -696,126 +811,170 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); - ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImVec2 off = dock_node ? ImVec2(IM_FLOOR(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); + 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(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9); - RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + window->DrawList->AddCircleFilled(center + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold - if (IsItemActive() && IsMouseDragging()) - StartMouseMovingWindow(window); + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, dock_node, true); return pressed; } +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetIDNoKeepAlive(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); + KeepAliveID(id); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawCornerFlags rounding_corners = 0; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawCornerFlags_BotLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawCornerFlags_BotRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawCornerFlags_TopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawCornerFlags_BotRight; + } + float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners); +} + // Vertical/Horizontal scrollbar // The entire piece of code below is rather confusing because: // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - 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. -void ImGui::Scrollbar(ImGuiLayoutType direction) +// 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) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; - const bool horizontal = (direction == ImGuiLayoutType_Horizontal); - const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY"); + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; - // Render background - bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); - float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; - const ImRect window_rect = window->Rect(); - const float border_size = window->WindowBorderSize; - ImRect bb = horizontal - ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size) - : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size); - if (!horizontal) - bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); - if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f) - return; + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; - int window_rounding_corners; - if (horizontal) - window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - else - window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); - bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) - float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); - float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; - float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; - float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; + 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(win_size_contents_v, win_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(win_size_contents_v, win_size_avail_v), 1.0f); - const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + 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 float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). bool held = false; bool hovered = false; - const bool previously_held = (g.ActiveId == id); ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); - float scroll_ratio = ImSaturate(scroll_v / scroll_max); - float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; - if (held && grab_h_norm < 1.0f) + 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; // 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; - float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y; + float scrollbar_pos_v = bb.Min[axis]; + float mouse_pos_v = g.IO.MousePos[axis]; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); SetHoveredID(id); bool seek_absolute = false; - if (!previously_held) + if (g.ActiveIdIsJustActivated) { // On initial click calculate the distance between mouse and the center of the grab - if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm) - { - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; - } + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; else - { - seek_absolute = true; - *click_delta_to_grab_center_v = 0.0f; - } + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } - // Apply scroll - // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position - const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); - scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); - if (horizontal) - window->Scroll.x = scroll_v; - else - window->Scroll.y = scroll_v; + // 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 = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); // Update values for rendering - scroll_ratio = ImSaturate(scroll_v / scroll_max); + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seeked and saturated if (seek_absolute) - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Render - const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab); + 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, rounding_corners); ImRect grab_rect; - if (horizontal) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y); + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y)); + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) @@ -842,28 +1001,16 @@ 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)) return false; @@ -874,14 +1021,33 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I // 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->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); return pressed; } +// 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(); @@ -893,19 +1059,10 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice - ItemSize(check_bb, style.FramePadding.y); - - ImRect total_bb = check_bb; - if (label_size.x > 0) - SameLine(0, style.ItemInnerSpacing.x); - const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size); - if (label_size.x > 0) - { - ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); - total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max)); - } - + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) return false; @@ -917,19 +1074,27 @@ bool ImGui::Checkbox(const char* label, bool* v) MarkItemEdited(id); } + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); - if (*v) + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + bool mixed_value = (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + 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 check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); - const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); - RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - 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); } if (g.LogEnabled) - LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]"); + LogRenderedText(&total_bb.Min, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) - RenderText(text_bb.Min, label); + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; @@ -938,7 +1103,21 @@ bool ImGui::Checkbox(const char* label, bool* v) bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) { bool v = ((*flags & flags_value) == flags_value); - bool pressed = Checkbox(label, &v); + bool pressed; + if (v == false && (*flags & flags_value) != 0) + { + // Mixed value (FIXME: find a way to expose neatly to Checkbox?) + ImGuiWindow* window = GetCurrentWindow(); + const ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &v); + window->DC.ItemFlags = backup_item_flags; + } + else + { + // Regular checkbox + pressed = Checkbox(label, &v); + } if (pressed) { if (v) @@ -961,26 +1140,18 @@ bool ImGui::RadioButton(const char* label, bool active) const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1)); - ItemSize(check_bb, style.FramePadding.y); - - ImRect total_bb = check_bb; - if (label_size.x > 0) - SameLine(0, style.ItemInnerSpacing.x); - const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size); - if (label_size.x > 0) - { - ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); - total_bb.Add(text_bb); - } - + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) return false; ImVec2 center = check_bb.GetCenter(); - center.x = (float)(int)center.x + 0.5f; - center.y = (float)(int)center.y + 0.5f; - const float radius = check_bb.GetHeight() * 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; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); @@ -991,25 +1162,26 @@ 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 check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); - const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); - window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16); + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); } if (style.FrameBorderSize > 0.0f) { - window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } if (g.LogEnabled) - LogRenderedText(&text_bb.Min, active ? "(x)" : "( )"); + LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); if (label_size.x > 0.0f) - RenderText(text_bb.Min, label); + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); return pressed; } +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { const bool pressed = RadioButton(label, *v == v_button); @@ -1029,8 +1201,9 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f)); - ItemSize(bb, style.FramePadding.y); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) return; @@ -1045,13 +1218,13 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over char overlay_buf[32]; if (!overlay) { - ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); overlay = overlay_buf; } ImVec2 overlay_size = CalcTextSize(overlay, NULL); if (overlay_size.x > 0.0f) - RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); } void ImGui::Bullet() @@ -1062,18 +1235,19 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) { - SameLine(0, style.FramePadding.x*2); + SameLine(0, style.FramePadding.x * 2); return; } // Render and stay on same line - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - SameLine(0, style.FramePadding.x*2); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); } //------------------------------------------------------------------------- @@ -1083,9 +1257,10 @@ void ImGui::Bullet() // - Dummy() // - NewLine() // - AlignTextToFramePadding() +// - SeparatorEx() [Internal] // - Separator() -// - VerticalSeparator() [Internal] // - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] //------------------------------------------------------------------------- void ImGui::Spacing() @@ -1093,7 +1268,7 @@ void ImGui::Spacing() ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ItemSize(ImVec2(0,0)); + ItemSize(ImVec2(0, 0)); } void ImGui::Dummy(const ImVec2& size) @@ -1103,7 +1278,7 @@ void ImGui::Dummy(const ImVec2& size) return; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - ItemSize(bb); + ItemSize(size); ItemAdd(bb, 0); } @@ -1116,8 +1291,8 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; - if (window->DC.CurrentLineSize.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)); + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); else ItemSize(ImVec2(0.0f, g.FontSize)); window->DC.LayoutType = backup_layout_type; @@ -1130,74 +1305,79 @@ void ImGui::AlignTextToFramePadding() return; ImGuiContext& g = *GImGui; - window->DC.CurrentLineSize.y = ImMax(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y); + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); } // Horizontal/vertical separating line -void ImGui::Separator() +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected - // Those flags should eventually be overridable by the user - ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)))); // Check that only 1 option is selected + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { - VerticalSeparator(); - return; - } - - // Horizontal Separator - if (window->DC.ColumnsSet) - PopClipRect(); - - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - if (!window->DC.GroupStack.empty()) - x1 += window->DC.Indent.x; + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; - const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f)); - ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout. - if (!ItemAdd(bb, 0)) - { - if (window->DC.ColumnsSet) - PushColumnClipRect(); - return; + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator)); - - if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); - if (window->DC.ColumnsSet) - { - PushColumnClipRect(); - window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + const bool item_visible = ItemAdd(bb, 0); + if (item_visible) + { + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } } } -void ImGui::VerticalSeparator() +void ImGui::Separator() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; ImGuiContext& g = *GImGui; - - float y1 = window->DC.CursorPos.y; - float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; - const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); - ItemSize(ImVec2(bb.GetWidth(), 0.0f)); - if (!ItemAdd(bb, 0)) + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) return; - window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogText(" |"); + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. @@ -1253,11 +1433,60 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float // 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; } +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + if (width_excess > 0.0f) + for (int n = 0; n < count; n++) + if (items[n].Index < (int)(width_excess + 0.01f)) + items[n].Width += 1.0f; +} + //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- @@ -1278,8 +1507,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF { // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; - g.NextWindowData.SizeConstraintCond = 0; + bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -1292,8 +1521,9 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + 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)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb)) @@ -1301,21 +1531,24 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF bool hovered, held; bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); - bool popup_open = IsPopupOpen(id); + bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None); - const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); 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); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); if (!(flags & ImGuiComboFlags_NoArrowButton)) { - window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + 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) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -1323,16 +1556,16 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF { if (window->DC.NavLayerCurrent == 0) window->NavLastIds[0] = id; - OpenPopupEx(id); + OpenPopupEx(id, ImGuiPopupFlags_None); popup_open = true; } if (!popup_open) return false; - if (backup_next_window_size_constraint) + if (has_window_size_constraint) { - g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else @@ -1362,8 +1595,10 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF SetNextWindowPos(pos); } + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + // 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)); bool ret = Begin(name, NULL, window_flags); PopStyleVar(); @@ -1422,8 +1657,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi items_getter(data, *current_item, &preview_value); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) - SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) return false; @@ -1477,33 +1712,32 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- // - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() +// - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- -struct ImGuiDataTypeInfo -{ - size_t Size; - const char* PrintFmt; // Unused - const char* ScanFmt; -}; - static const ImGuiDataTypeInfo GDataTypeInfo[] = { - { sizeof(int), "%d", "%d" }, - { 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" }, - { sizeof(ImU64), "%I64u","%I64u" }, + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, #else - { sizeof(ImS64), "%lld", "%lld" }, - { sizeof(ImU64), "%llu", "%llu" }, + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif - { sizeof(float), "%f", "%f" }, // float are promoted to double in va_arg - { sizeof(double), "%f", "%lf" }, + { sizeof(float), "float", "%f", "%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); @@ -1531,49 +1765,79 @@ static const char* PatchFormatStringFloatToInt(const char* fmt) return fmt; } -static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) { - if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) // Signedness doesn't matter when pushing the argument - return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); - if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) // Signedness doesn't matter when pushing the argument - return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); if (data_type == ImGuiDataType_Float) - return ImFormatString(buf, buf_size, format, *(const float*)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*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); IM_ASSERT(0); return 0; } -// FIXME: Adding support for clamping on boundaries of the data type would be nice. -static void 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) { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; case ImGuiDataType_S32: - if (op == '+') *(int*)output = *(const int*)arg1 + *(const int*)arg2; - else if (op == '-') *(int*)output = *(const int*)arg1 - *(const int*)arg2; + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } return; case ImGuiDataType_U32: - if (op == '+') *(unsigned int*)output = *(const unsigned int*)arg1 + *(const ImU32*)arg2; - else if (op == '-') *(unsigned int*)output = *(const unsigned int*)arg1 - *(const ImU32*)arg2; + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } return; case ImGuiDataType_S64: - if (op == '+') *(ImS64*)output = *(const ImS64*)arg1 + *(const ImS64*)arg2; - else if (op == '-') *(ImS64*)output = *(const ImS64*)arg1 - *(const ImS64*)arg2; + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } return; case ImGuiDataType_U64: - if (op == '+') *(ImU64*)output = *(const ImU64*)arg1 + *(const ImU64*)arg2; - else if (op == '-') *(ImU64*)output = *(const ImU64*)arg1 - *(const ImU64*)arg2; + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } return; case ImGuiDataType_Float: - if (op == '+') *(float*)output = *(const float*)arg1 + *(const float*)arg2; - else if (op == '-') *(float*)output = *(const float*)arg1 - *(const float*)arg2; + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } return; case ImGuiDataType_Double: - if (op == '+') *(double*)output = *(const double*)arg1 + *(const double*)arg2; - else if (op == '-') *(double*)output = *(const double*)arg1 - *(const double*)arg2; + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } return; case ImGuiDataType_COUNT: break; } @@ -1582,7 +1846,7 @@ static void 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.. -static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; @@ -1604,18 +1868,18 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b 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]; - IM_ASSERT(GDataTypeInfo[data_type].Size <= sizeof(data_backup)); - memcpy(data_backup, data_ptr, GDataTypeInfo[data_type].Size); + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); if (format == NULL) - format = GDataTypeInfo[data_type].ScanFmt; + 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* v = (int*)p_data; int arg0i = *v; float arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0i) < 1) @@ -1626,17 +1890,11 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b 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_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - { - // Assign constant - // FIXME: We don't bother handling support for legacy operators since they are a little too crappy. Instead we may implement a proper expression evaluator in the future. - sscanf(buf, format, data_ptr); - } 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* v = (float*)p_data; float arg0f = *v, arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1650,7 +1908,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b 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* v = (double*)p_data; double arg0f = *v, arg1f = 0.0; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1661,7 +1919,87 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide else { *v = arg1f; } // Assign constant } - return memcmp(data_backup, data_ptr, GDataTypeInfo[data_type].Size) != 0; + 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, p_data); + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + sscanf(buf, format, &v32); + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +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) @@ -1724,21 +2062,21 @@ 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 ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool has_min_max = (v_min != v_max); - const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX)); + const bool is_clamped = (v_min < v_max); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; // Default tweak speed - if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX)) + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings float adjust_delta = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f) { adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) @@ -1758,12 +2096,15 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (axis == ImGuiAxis_Y) adjust_delta = -adjust_delta; + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = has_min_max && ((*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) + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) { g.DragCurrentAccum = 0.0f; g.DragCurrentAccumDirty = false; @@ -1780,28 +2121,36 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const 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 + (TYPE)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_decimal ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; } else { - v_cur += (TYPE)g.DragCurrentAccum; + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; } // Round to user desired precision based on format string - v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. g.DragCurrentAccumDirty = false; - if (is_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 { @@ -1813,7 +2162,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const v_cur = (TYPE)0; // Clamp values (+ handle overflow/wrap-around for integer types) - if (*v != v_cur && has_min_max) + if (*v != v_cur && is_clamped) { if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) v_cur = v_min; @@ -1828,8 +2177,11 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const 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) { @@ -1840,101 +2192,106 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_s } if (g.ActiveId != id) return false; + if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; switch (data_type) { - 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); - 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); - 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); - 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); - 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); - 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); + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -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) 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 inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + 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)); - // NB- we don't call ItemSize() yet because we may turn into a text edit box below + ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb)) - { - ItemSize(total_bb, style.FramePadding.y); return false; - } - const bool hovered = ItemHoverable(frame_bb, id); // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Drag turns it into an input box - bool start_text_input = false; - const bool tab_focus_requested = FocusableItemRegister(window, id); - if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) - { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) + const bool hovered = ItemHoverable(frame_bb, id); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + 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) { - start_text_input = true; - g.ScalarAsInputTextId = 0; + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) + { + temp_input_is_active = true; + FocusableItemUnregister(window); + } } } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) + + if (temp_input_is_active) { - FocusableItemUnregister(window); - return InputScalarAsWidgetReplacement(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); } - // Actual drag behavior - ItemSize(total_bb, style.FramePadding.y); - const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); - if (value_changed) - MarkItemEdited(id); - // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + 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); 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) @@ -1944,45 +2301,53 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= DragScalar("##v", data_type, v, v_speed, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } -bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, 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) @@ -1991,43 +2356,51 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2); + 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); - TextUnformatted(label, FindRenderedTextEnd(label)); + 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) @@ -2036,25 +2409,63 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2); + 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); - TextUnformatted(label, FindRenderedTextEnd(label)); + TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); 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() @@ -2073,42 +2484,151 @@ 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) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return (TYPE)0.0f; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + TYPE result; + if (is_logarithmic) + { + // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value + if (t <= 0.0f) + result = v_min; + else if (t >= 1.0f) + result = v_max; + else + { + bool flipped = v_max < v_min; // Check if range is "backwards" + + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + } + else { - if (v_clamped < 0.0f) + // Linear slider + if (is_decimal) { - 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; + result = ImLerp(v_min, v_max, t); } 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); + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + if (t < 1.0) + { + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + else + { + result = v_max; + } } } - // 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: Move more of the code into 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) && is_decimal; const float grab_padding = 2.0f; const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; @@ -2118,22 +2638,17 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; - const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz*0.5f; - const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz*0.5f; + 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) - { - // 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 + 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) { - // 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_decimal ? 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 @@ -2159,87 +2674,80 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } 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, ImGuiInputReadMode_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) + 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; - set_new_value = true; - 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; - else - clicked_t = ImSaturate(clicked_t + delta); + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; } - } - if (set_new_value) - { - TYPE v_new; - if (is_power) + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) { - // 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); - } + ClearActiveID(); } - else + else if (g.SliderCurrentAccumDirty) { - // Linear slider - if (is_decimal) + 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 { - v_new = ImLerp(v_min, v_max, clicked_t); + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate } 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; + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); else - v_new = v_min + v_new_off_floor; + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); } + + g.SliderCurrentAccumDirty = false; } + } + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); // Round to user desired precision based on format string - v_new = RoundScalarWithFormatT(format, data_type, v_new); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); // Apply result if (*v != v_new) @@ -2250,51 +2758,71 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } } - // 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); - if (axis == ImGuiAxis_Y) - grab_t = 1.0f - grab_t; - const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); - if (axis == ImGuiAxis_X) - *out_grab_bb = ImRect(grab_pos - grab_sz*0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz*0.5f, bb.Max.y - grab_padding); + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } else - *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f); + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } return value_changed; } -// For 32-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.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + switch (data_type) { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } case ImGuiDataType_S32: - IM_ASSERT(*(const ImS32*)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_min <= 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_min <= 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; } IM_ASSERT(0); 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) @@ -2306,48 +2834,48 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co 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 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)); - // NB- we don't call ItemSize() yet because we may turn into a text edit box below + ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb)) - { - ItemSize(total_bb, style.FramePadding.y); return false; - } // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Slider turns it into an input box - bool start_text_input = false; - const bool tab_focus_requested = FocusableItemRegister(window, id); const bool hovered = ItemHoverable(frame_bb, id); - if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) { - SetActiveID(id, window); - SetFocusID(id, window); - FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id) + const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { - start_text_input = true; - g.ScalarAsInputTextId = 0; + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) + { + temp_input_is_active = true; + FocusableItemUnregister(window); + } } } - if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) + + if (temp_input_is_active) { - FocusableItemUnregister(window); - return InputScalarAsWidgetReplacement(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); } - ItemSize(total_bb, style.FramePadding.y); - // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); @@ -2355,17 +2883,18 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // 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); // Render grab - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); - RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -2375,7 +2904,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co } // 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) @@ -2385,75 +2914,82 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= SliderScalar("##v", data_type, v, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } -bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, 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); - *v_rad = v_deg * (2*IM_PI) / 360.0f; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + *v_rad = v_deg * (2 * IM_PI) / 360.0f; return value_changed; } -bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +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) @@ -2472,11 +3008,9 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d return false; // Default format string when passing NULL - // Patch old "%.0f" format string to use "%d", read function comments for more details. - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); @@ -2485,7 +3019,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d 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 @@ -2495,34 +3029,62 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // 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); // Render grab - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, 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)); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); return value_changed; } -bool ImGui::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, flags); +} + +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_Float, v, &v_min, &v_max, format, power); + 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::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +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) { - return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); + 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. //------------------------------------------------------------------------- @@ -2530,7 +3092,7 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] // - ImParseFormatPrecision() [Internal] -// - InputScalarAsWidgetReplacement() [Internal] +// - TempInputTextScalar() [Internal] // - InputScalar() // - InputScalarN() // - InputFloat() @@ -2616,85 +3178,127 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) return (precision == INT_MAX) ? default_precision : precision; } -// Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets) +// 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::InputScalarAsWidgetReplacement(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.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id. + // 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. - if (g.ScalarAsInputTextId == 0) + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) ClearActiveID(); + g.CurrentWindow->DC.CursorPos = bb.Min; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// 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) +{ + ImGuiContext& g = *GImGui; + 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); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); - bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); - if (g.ScalarAsInputTextId == 0) + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { - // First frame we started displaying the InputText widget, we expect it to take the active id. - IM_ASSERT(g.ActiveId == id); - g.ScalarAsInputTextId = g.ActiveId; + // 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 + DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + if (p_clamp_min || p_clamp_max) + { + if (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); } - if (value_changed) - return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL); - return false; + 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) return false; ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; + ImGuiStyle& style = g.Style; - IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); if (format == NULL) - format = GDataTypeInfo[data_type].PrintFmt; + format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; - DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); bool value_changed = false; if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) flags |= ImGuiInputTextFlags_CharsDecimal; flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. - if (step != NULL) + if (p_step != NULL) { const float button_size = GetFrameHeight(); BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); - PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + 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.InitialText.Data, data_type, data_ptr, format); - PopItemWidth(); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) button_flags |= ImGuiButtonFlags_Disabled; 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; } - SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, FindRenderedTextEnd(label)); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; PopID(); EndGroup(); @@ -2702,13 +3306,15 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); 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) @@ -2718,20 +3324,27 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, flags); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); - TextUnformatted(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -2739,7 +3352,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); } bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) @@ -2796,7 +3409,7 @@ bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiIn { // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; - return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); } bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) @@ -2817,13 +3430,14 @@ bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); } //------------------------------------------------------------------------- -// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint //------------------------------------------------------------------------- // - InputText() +// - InputTextWithHint() // - InputTextMultiline() // - InputTextEx() [Internal] //------------------------------------------------------------------------- @@ -2831,12 +3445,18 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() - return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) @@ -2855,11 +3475,12 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { - ImFont* font = GImGui->Font; - const float line_height = GImGui->FontSize; + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; const float scale = line_height / font->FontSize; - ImVec2 text_size = ImVec2(0,0); + ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; const ImWchar* s = text_begin; @@ -2898,13 +3519,13 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t } // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) -namespace ImGuiStb +namespace ImStb { static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } -static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) { @@ -2920,10 +3541,10 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob } static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } -static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; } +static int is_word_boundary_from_right(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_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) 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 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) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } #else static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } @@ -2936,6 +3557,7 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* 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; @@ -2970,6 +3592,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + obj->Edited = true; obj->CurLenW += new_text_len; obj->CurLenA += new_text_len_utf8; obj->TextW[obj->CurLenW] = '\0'; @@ -2978,30 +3601,49 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) -#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left -#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right -#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up -#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down -#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line -#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line -#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text -#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text -#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor -#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor -#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo -#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo -#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word -#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word -#define STB_TEXTEDIT_K_SHIFT 0x20000 +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#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(STB_TEXTEDIT_STRING* 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, &StbState, key); + stb_textedit_key(this, &Stb, key); CursorFollow = true; CursorAnimReset(); } @@ -3023,7 +3665,7 @@ void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) *dst++ = c; *dst = '\0'; - if (CursorPos + bytes_count >= pos) + if (CursorPos >= pos + bytes_count) CursorPos -= bytes_count; else if (CursorPos >= pos) CursorPos = pos; @@ -3041,14 +3683,14 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons if (!is_resizable) 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); - IM_ASSERT(Buf == edit_state->TempBuffer.Data); + IM_ASSERT(Buf == edit_state->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; - edit_state->TempBuffer.reserve(new_buf_size + 1); - Buf = edit_state->TempBuffer.Data; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; BufSize = edit_state->BufCapacityA = new_buf_size; } @@ -3069,7 +3711,8 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f { unsigned int c = *p_char; - if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF))) + // Filter non-printable (NB: isprint is unreliable! see #2467) + if (c < 0x20) { bool pass = false; pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); @@ -3078,32 +3721,55 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } - if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys. + // 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)) { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf. + // 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; + 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') - *p_char = (c += (unsigned int)('A'-'a')); + *p_char = (c += (unsigned int)('A' - 'a')); if (flags & ImGuiInputTextFlags_CharsNoBlank) if (ImCharIsBlankW(c)) return false; } + // Custom callback filter if (flags & ImGuiInputTextFlags_CallbackCharFilter) { ImGuiInputTextCallbackData callback_data; @@ -3128,13 +3794,15 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. // - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h -// (FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) -bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; + IM_ASSERT(buf != NULL && buf_size >= 0); IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) @@ -3142,8 +3810,9 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 ImGuiIO& io = g.IO; const ImGuiStyle& style = g.Style; + const bool RENDER_SELECTION_WHEN_INACTIVE = false; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; @@ -3154,23 +3823,40 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 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; if (is_multiline) { - ItemAdd(total_bb, id, &frame_bb); - if (!BeginChildFrame(id, frame_bb.GetSize())) + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding); + 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.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + inner_size.x -= draw_window->ScrollbarSizes.x; } else { @@ -3182,110 +3868,145 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (hovered) g.MouseCursor = ImGuiMouseCursor_TextInput; - // Password pushes a temporary font with only a fallback glyph - if (is_password) - { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->DisplayOffset = g.Font->DisplayOffset; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; - password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); - PushFont(password_font); - } - - // NB: we are only allowed to access 'edit_state' if we are the active widget. - ImGuiInputTextState& edit_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, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing - const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent); + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.ID == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY"); 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 == 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); - if (focus_requested || user_clicked || user_scrolled || user_nav_input_start) + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) { - if (g.ActiveId != id) + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id); + if (recycle_state) { - // Start edition - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) - const int prev_len_w = edit_state.CurLenW; - const int init_buf_len = (int)strlen(buf); - edit_state.TextW.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - edit_state.InitialText.resize(init_buf_len + 1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash. - memcpy(edit_state.InitialText.Data, buf, init_buf_len + 1); - const char* buf_end = NULL; - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, buf_size, buf, NULL, &buf_end); - edit_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. - edit_state.CursorAnimReset(); - - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar). - const bool recycle_state = (edit_state.ID == id) && (prev_len_w == edit_state.CurLenW); - if (recycle_state) - { - // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - edit_state.CursorClamp(); - } - else - { - edit_state.ID = id; - edit_state.ScrollX = 0.0f; - stb_textedit_initialize_state(&edit_state.StbState, !is_multiline); - if (!is_multiline && focus_requested_by_code) - select_all = true; - } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - edit_state.StbState.insert_mode = true; - if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + if (!is_multiline && focus_requested_by_code) select_all = true; } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + state->Stb.insert_mode = 1; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); - if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + + // Declare our inputs + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + if (is_multiline) + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); } - else if (io.MouseClicked[0]) - { - // Release focus when we click outside + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 clear_active_id = true; - } + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); bool value_changed = false; bool enter_pressed = false; - int backup_current_text_length = 0; - if (g.ActiveId == id) + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) { - if (!is_editable && !g.ActiveIdIsJustActivated) - { - // When read-only we always use the live data passed to the function - edit_state.TextW.resize(buf_size+1); - const char* buf_end = NULL; - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, buf, NULL, &buf_end); - edit_state.CurLenA = (int)(buf_end - buf); - edit_state.CursorClamp(); - } + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } - backup_current_text_length = edit_state.CurLenA; - edit_state.BufCapacityA = buf_size; - edit_state.UserFlags = flags; - edit_state.UserCallback = callback; - edit_state.UserCallbackData = callback_user_data; + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->Edited = false; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; // 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. @@ -3293,50 +4014,62 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 g.WantTextInputNextFrame = 1; // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_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_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 bool is_osx = io.ConfigMacOSXBehaviors; if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) { - edit_state.SelectAll(); - edit_state.SelectedAllMouseLock = true; + state->SelectAll(); + state->SelectedAllMouseLock = true; } else if (hovered && is_osx && io.MouseDoubleClicked[0]) { // Double-click select a word only, OS X style (by simulating keystrokes) - edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); } - else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock) + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) { if (hovered) { - stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y); - edit_state.CursorAnimReset(); + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); } } - else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { - stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y); - edit_state.CursorAnimReset(); - edit_state.CursorFollow = true; + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; } - if (edit_state.SelectedAllMouseLock && !io.MouseDown[0]) - edit_state.SelectedAllMouseLock = false; + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + 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. + 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')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + 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) { - // Process 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. - bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if (!ignore_inputs && is_editable && !user_nav_input_start) + if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); + state->OnKeyPressed((int)c); } // Consume characters @@ -3344,92 +4077,98 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } } + // Process other shortcuts/key-presses bool cancel_edit = false; if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { - // Handle key-presses + IM_ASSERT(state != NULL); + IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb.row_count_per_page = row_count_per_page; + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_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 == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; - const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; - - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable; - - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_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)) { edit_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) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable) + const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); + const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); + const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); + + const bool is_cut = ((is_shortcut_key && 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; + + if (IsKeyPressedMap(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)) { 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) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(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) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) { - if (!edit_state.HasSelection()) + if (!state->HasSelection()) { - if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); } - edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter)) + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) { enter_pressed = clear_active_id = true; } - else if (is_editable) + else if (!is_readonly) { unsigned int c = '\n'; // Insert new line if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); + state->OnKeyPressed((int)c); } } - else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - edit_state.OnKeyPressed((int)c); - } else if (IsKeyPressedMap(ImGuiKey_Escape)) { clear_active_id = cancel_edit = true; } else if (is_undo || is_redo) { - edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); - edit_state.ClearSelection(); + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); } else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) { - edit_state.SelectAll(); - edit_state.CursorFollow = true; + state->SelectAll(); + state->CursorFollow = true; } else if (is_cut || is_copy) { // Cut, Copy if (io.SetClipboardTextFn) { - const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0; - const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW; - edit_state.TempBuffer.resize((ie-ib) * 4 + 1); - ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data+ib, edit_state.TextW.Data+ie); - SetClipboardText(edit_state.TempBuffer.Data); + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); } if (is_cut) { - if (!edit_state.HasSelection()) - edit_state.SelectAll(); - edit_state.CursorFollow = true; - stb_textedit_cut(&edit_state, &edit_state.StbState); + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); } } else if (is_paste) @@ -3438,7 +4177,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 { // Filter pasted buffer const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)MemAlloc((clipboard_len+1) * sizeof(ImWchar)); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s; ) { @@ -3446,37 +4185,51 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; - if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } clipboard_filtered[clipboard_filtered_len] = 0; if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation { - stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len); - edit_state.CursorFollow = true; + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; } MemFree(clipboard_filtered); } } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); } + // Process callbacks and apply result back to user's buffer. 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_editable && strcmp(buf, edit_state.InitialText.Data) != 0) + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { - apply_new_text = edit_state.InitialText.Data; - apply_new_text_length = edit_state.InitialText.Size - 1; + // Push records into the undo stack so we can CTRL+Z the revert operation itself + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + ImVector w_text; + if (apply_new_text_length > 0) + { + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); + } + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); } } // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. - // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { @@ -3484,14 +4237,15 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // 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_editable) + if (!is_readonly) { - edit_state.TempBuffer.resize(edit_state.TextW.Size * 4 + 1); - ImTextStrToUtf8(edit_state.TempBuffer.Data, edit_state.TempBuffer.Size, edit_state.TextW.Data, NULL); + 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); @@ -3513,8 +4267,14 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_DownArrow; } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } else if (flags & ImGuiInputTextFlags_CallbackAlways) + { event_flag = ImGuiInputTextFlags_CallbackAlways; + } if (event_flag) { @@ -3525,52 +4285,55 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 callback_data.UserData = callback_user_data; callback_data.EventKey = event_key; - callback_data.Buf = edit_state.TempBuffer.Data; - callback_data.BufTextLen = edit_state.CurLenA; - callback_data.BufSize = edit_state.BufCapacityA; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = edit_state.TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end); + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); // Call user code callback(&callback_data); // Read back what user may have modified - IM_ASSERT(callback_data.Buf == edit_state.TempBuffer.Data); // Invalid to modify those fields - IM_ASSERT(callback_data.BufSize == edit_state.BufCapacityA); + IM_ASSERT(callback_data.Buf == state->TextA.Data); // 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) { edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); edit_state.CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start) { edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end) { edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (callback_data.BufDirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - edit_state.TextW.resize(edit_state.TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); - edit_state.CurLenW = ImTextStrFromUtf8(edit_state.TextW.Data, edit_state.TextW.Size, callback_data.Buf, NULL); - edit_state.CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() - edit_state.CursorAnimReset(); + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); } } } // Will copy result string if modified - if (is_editable && strcmp(edit_state.TempBuffer.Data, buf) != 0) + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) { - apply_new_text = edit_state.TempBuffer.Data; - apply_new_text_length = edit_state.CurLenA; + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; } } // Copy result to user buffer if (apply_new_text) { + // 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 (backup_current_text_length != apply_new_text_length && is_resizable) + if (is_resizable) { ImGuiInputTextCallbackData callback_data; callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; @@ -3585,6 +4348,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); IM_ASSERT(apply_new_text_length <= buf_size); } + //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); @@ -3592,58 +4356,71 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } // Clear temporary user storage - edit_state.UserFlags = 0; - edit_state.UserCallback = NULL; - edit_state.UserCallbackData = NULL; + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; } // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) if (clear_active_id && g.ActiveId == id) ClearActiveID(); - // Render - // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on. - const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempBuffer.Data : buf; buf = NULL; + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. const int buf_display_max_length = 2 * 1024 * 1024; - - if (!is_multiline) + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) { - RenderNavHighlight(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + buf_display = hint; + buf_display_end = hint + strlen(hint); } - 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 - ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; - ImVec2 text_size(0.f, 0.f); - const bool is_currently_scrolling = (edit_state.ID == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY")); - if (g.ActiveId == id || is_currently_scrolling) + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) { - edit_state.CursorAnim += io.DeltaTime; + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + // Render text (with cursor and selection) // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = edit_state.TextW.Data; + const ImWchar* text_begin = state->TextW.Data; ImVec2 cursor_offset, select_start_offset; { - // Count lines + find lines numbers straddling 'cursor' and 'select_start' position. - const ImWchar* searches_input_ptr[2]; - searches_input_ptr[0] = text_begin + edit_state.StbState.cursor; - searches_input_ptr[1] = NULL; - int searches_remaining = 1; - int searches_result_line_number[2] = { -1, -999 }; - if (edit_state.StbState.select_start != edit_state.StbState.select_end) + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) { - searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); - searches_result_line_number[1] = -1; + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; searches_remaining++; } @@ -3651,82 +4428,86 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // 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') { line_count++; - if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } } line_count++; - if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count; - if (searches_result_line_number[1] == -1) searches_result_line_number[1] = line_count; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_number[0] * g.FontSize; - if (searches_result_line_number[1] >= 0) + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) { select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_number[1] * g.FontSize; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; } // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) if (is_multiline) - text_size = ImVec2(size.x, line_count * g.FontSize); + text_size = ImVec2(inner_size.x, line_count * g.FontSize); } // Scroll - if (edit_state.CursorFollow) + if (render_cursor && state->CursorFollow) { // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { - const float scroll_increment_x = size.x * 0.25f; - if (cursor_offset.x < edit_state.ScrollX) - edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= edit_state.ScrollX) - edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + const float scroll_increment_x = inner_size.x * 0.25f; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - inner_size.x >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); } else { - edit_state.ScrollX = 0.0f; + state->ScrollX = 0.0f; } // 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) - scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag + else if (cursor_offset.y - inner_size.y >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; - render_pos.y = draw_window->DC.CursorPos.y; } + + state->CursorFollow = false; } - edit_state.CursorFollow = false; - const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f); // Draw selection - if (edit_state.StbState.select_start != edit_state.StbState.select_end) + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) { - const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end); + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg); - ImVec2 rect_pos = render_pos + select_start_offset - render_scroll; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) { if (rect_pos.y > clip_rect.w + g.FontSize) break; if (rect_pos.y < clip_rect.y) { - //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-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') @@ -3735,62 +4516,77 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 else { 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 - ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); } - rect_pos.x = render_pos.x - render_scroll.x; + rect_pos.x = draw_pos.x - draw_scroll.x; rect_pos.y += g.FontSize; } } - const int buf_display_len = edit_state.CurLenA; - if (is_multiline || buf_display_len < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect); + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } // Draw blinking cursor - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll; - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x+1.0f, cursor_screen_pos.y-1.5f); - if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); - - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) - if (is_editable) - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); + g.PlatformImePosViewport = window->Viewport; + } + } } else { - // Render text only - const char* buf_end = NULL; + // Render text only (no selection, no cursor) if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width - else - buf_end = buf_display + strlen(buf_display); - if (is_multiline || (buf_end - buf_display) < buf_display_max_length) - draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect); + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } } + if (is_password && !is_displaying_hint) + PopFont(); + if (is_multiline) { - Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line - EndChildFrame(); + Dummy(text_size); + EndChild(); EndGroup(); } - if (is_password) - PopFont(); - // Log as text - if (g.LogEnabled && !is_password) - LogRenderedText(&render_pos, buf_display, NULL); + if (g.LogEnabled && (!is_password || is_displaying_hint)) + LogRenderedText(&draw_pos, buf_display, buf_display_end); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - if (value_changed) + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); @@ -3832,9 +4628,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); - const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_items_all = CalcItemWidth() - w_extra; + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); BeginGroup(); PushID(label); @@ -3842,20 +4640,24 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // If we're not showing any slider there's no point in doing any HSV conversions const ImGuiColorEditFlags flags_untouched = flags; if (flags & ImGuiColorEditFlags_NoInputs) - flags = (flags & (~ImGuiColorEditFlags__InputsMask)) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions; + flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; // Context menu: display and modify options (before defaults are applied) if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorEditOptionsPopup(col, flags); // Read stored options - if (!(flags & ImGuiColorEditFlags__InputsMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask); + if (!(flags & ImGuiColorEditFlags__DisplayMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); if (!(flags & ImGuiColorEditFlags__DataTypeMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask)); + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; @@ -3863,45 +4665,61 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Convert to the formats we need float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; - if (flags & ImGuiColorEditFlags_HSV) + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + { + if (f[1] == 0) + f[0] = g.ColorEditLastHue; + if (f[2] == 0) + f[1] = g.ColorEditLastSat; + } + } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; bool value_changed = false; bool value_changed_as_float = false; - if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (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); - const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; - const char* fmt_table_int[3][4] = + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = { { "%3d", "%3d", "%3d", "%3d" }, // Short display { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA }; - const char* fmt_table_float[3][4] = + static const char* fmt_table_float[3][4] = { { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA }; - const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; - PushItemWidth(w_item_one); for (int n = 0; n < components; n++) { if (n > 0) SameLine(0, style.ItemInnerSpacing.x); - if (n + 1 == components) - PushItemWidth(w_item_last); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= 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 @@ -3911,18 +4729,16 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); } - PopItemWidth(); - PopItemWidth(); } - else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB Hexadecimal Input char buf[64]; if (alpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); else - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); - PushItemWidth(w_items_all); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; @@ -3937,14 +4753,13 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); - PopItemWidth(); } ImGuiWindow* picker_active_window = NULL; if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) { - if (!(flags & ImGuiColorEditFlags_NoInputs)) - SameLine(0, style.ItemInnerSpacing.x); + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); if (ColorButton("##ColorButton", col_v4, flags)) @@ -3954,7 +4769,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Store current color and open a picker g.ColorPickerRef = col_v4; OpenPopup("picker"); - SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1, style.ItemSpacing.y)); } } if (!(flags & ImGuiColorEditFlags_NoOptions)) @@ -3965,40 +4780,45 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag picker_active_window = g.CurrentWindow; if (label != label_display_end) { - TextUnformatted(label, label_display_end); + TextEx(label, label_display_end); Spacing(); } - ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; - PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + 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); - PopItemWidth(); EndPopup(); } } if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, label_display_end); + const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); + TextEx(label, label_display_end); } // Convert back - if (picker_active_window == NULL) + if (value_changed && picker_active_window == NULL) { if (!value_changed_as_float) for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; - if (flags & ImGuiColorEditFlags_HSV) - ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - if (value_changed) + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) { - col[0] = f[0]; - col[1] = f[1]; - col[2] = f[2]; - if (alpha) - col[3] = f[3]; + 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); } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; } PopID(); @@ -4008,16 +4828,21 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // 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()) { + bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) { memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 - value_changed = true; + value_changed = accepted_drag_drop = true; } if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) { memcpy((float*)col, payload->Data, sizeof(float) * components); - value_changed = true; + value_changed = accepted_drag_drop = true; } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); EndDragDropTarget(); } @@ -4040,72 +4865,34 @@ bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags fl 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) +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { - 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) -{ - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) // FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - ImDrawList* draw_list = window->DrawList; + if (window->SkipItems) + return false; + ImDrawList* draw_list = window->DrawList; ImGuiStyle& style = g.Style; ImGuiIO& io = g.IO; + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + PushID(label); BeginGroup(); @@ -4119,7 +4906,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Read stored options if (!(flags & ImGuiColorEditFlags__PickerMask)) flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); @@ -4129,10 +4919,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 picker_pos = window->DC.CursorPos; float square_sz = GetFrameHeight(); float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + 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)); @@ -4140,7 +4930,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float wheel_thickness = sv_picker_size * 0.08f; float wheel_r_outer = sv_picker_size * 0.50f; float wheel_r_inner = wheel_r_outer - wheel_thickness; - ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); @@ -4148,8 +4938,24 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. - float H,S,V; - ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V); + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + { + if (S == 0) + H = g.ColorEditLastHue; + if (V == 0) + S = g.ColorEditLastSat; + } + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } bool value_changed = false, value_changed_h = false, value_changed_sv = false; @@ -4163,10 +4969,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; ImVec2 current_off = g.IO.MousePos - wheel_center; float initial_dist2 = ImLengthSqr(initial_off); - if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) { // Interactive with Hue wheel - H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; if (H < 0.0f) H += 1.0f; value_changed = value_changed_h = true; @@ -4195,8 +5001,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); if (IsItemActive()) { - S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1)); - V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + 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)); value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) @@ -4207,7 +5013,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); if (IsItemActive()) { - H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_h = true; } } @@ -4219,7 +5025,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); if (IsItemActive()) { - col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = true; } } @@ -4238,7 +5044,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { if ((flags & ImGuiColorEditFlags_NoSidePreview)) SameLine(0, style.ItemInnerSpacing.x); - TextUnformatted(label, label_display_end); + TextEx(label, label_display_end); } } @@ -4248,12 +5054,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); - ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { Text("Original"); ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); - if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2))) + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) { memcpy(col, ref_col, components * sizeof(float)); value_changed = true; @@ -4265,32 +5073,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Convert back color to RGB if (value_changed_h || value_changed_sv) - 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]); + { + 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]); + g.ColorEditLastHue = H; + g.ColorEditLastSat = S; + memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } // R,G,B and H,S,V slider color editor bool value_changed_fix_hue_wrap = false; if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_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_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0) - if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB)) + 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_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0) - value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV); - if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0) - value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX); + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); PopItemWidth(); } // Try to cancel hue wrap (after ColorEdit4 call), if any - if (value_changed_fix_hue_wrap) + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) { float new_H, new_S, new_V; ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); @@ -4303,17 +5125,47 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } - ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + { + if (S == 0) + H = g.ColorEditLastHue; + if (V == 0) + S = g.ColorEditLastSat; + } + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f)); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! - const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; ImVec2 sv_cursor_pos; if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Render Hue Wheel - const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); for (int n = 0; n < 6; n++) { @@ -4321,24 +5173,24 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl 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(IM_COL32_WHITE, false, wheel_thickness); + draw_list->PathStroke(col_white, false, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); } // Render Cursor + preview on Hue Wheel float cos_hue_angle = ImCos(H * 2.0f * IM_PI); float sin_hue_angle = ImSin(H * 2.0f * IM_PI); - ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); @@ -4348,46 +5200,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); - draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); - draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); - draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); - draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_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); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); - float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); // Render alpha bar if (alpha_bar) { float alpha = ImSaturate(col[3]); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); - float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } EndGroup(); @@ -4405,6 +5257,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // A little colored square. Return true when clicked. // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) { ImGuiWindow* window = GetCurrentWindow(); @@ -4429,69 +5282,81 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (flags & ImGuiColorEditFlags_NoAlpha) flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); - ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f); + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); float grid_step = ImMin(size.x, size.y) / 2.99f; float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); ImRect bb_inner = bb; - float off = -0.75f; // 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.w < 1.0f) + 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), 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_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, 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); } else { // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha - ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha; + 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); } RenderNavHighlight(bb, id); - 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 + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } // Drag and Drop Source // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) { if (flags & ImGuiColorEditFlags_NoAlpha) - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once); + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); else - SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once); + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); ColorButton(desc_id, col, flags); SameLine(); - TextUnformatted("Color"); + TextEx("Color"); EndDragDropSource(); } // Tooltip if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) - ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); - - if (pressed) - MarkItemEdited(id); + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); return pressed; } +// Initialize/override default color options void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; - if ((flags & ImGuiColorEditFlags__InputsMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask; + if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; if ((flags & ImGuiColorEditFlags__PickerMask) == 0) flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask))); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check only 1 option is selected + if ((flags & ImGuiColorEditFlags__InputMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected g.ColorEditOptions = flags; } @@ -4500,29 +5365,39 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags { ImGuiContext& g = *GImGui; - 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]); - BeginTooltipEx(0, true); - + BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { - TextUnformatted(text, text_end); + TextEx(text, text_end); Separator(); } ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); - ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); - if (flags & ImGuiColorEditFlags_NoAlpha) - Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); - else - Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } EndTooltip(); } void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { - bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask); + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; @@ -4530,9 +5405,9 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { - if (RadioButton("RGB", (opts & ImGuiColorEditFlags_RGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB; - if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV; - if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX; + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; } if (allow_opt_datatype) { @@ -4543,7 +5418,7 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) if (allow_opt_inputs || allow_opt_datatype) Separator(); - if (Button("Copy as..", ImVec2(-1,0))) + if (Button("Copy as..", ImVec2(-1, 0))) OpenPopup("Copy"); if (BeginPopup("Copy")) { @@ -4555,12 +5430,15 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); if (Selectable(buf)) 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(); } @@ -4584,16 +5462,16 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // Draw small/thumbnail version of each picker type (over an invisible button for selection) if (picker_type > 0) Separator(); PushID(picker_type); - ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; ImVec2 backup_pos = GetCursorScreenPos(); if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); SetCursorScreenPos(backup_pos); - ImVec4 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(); @@ -4616,9 +5494,8 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // - TreeNodeBehavior() [Internal] // - TreePush() // - TreePop() -// - TreeAdvanceToLabelPos() // - GetTreeNodeToLabelSpacing() -// - SetNextTreeNodeOpen() +// - SetNextItemOpen() // - CollapsingHeader() //------------------------------------------------------------------------- @@ -4712,17 +5589,17 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (flags & ImGuiTreeNodeFlags_Leaf) return true; - // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions) + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; - if (g.NextTreeNodeOpenCond != 0) + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) { - if (g.NextTreeNodeOpenCond & ImGuiCond_Always) + if (g.NextItemData.OpenCond & ImGuiCond_Always) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -4731,7 +5608,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -4739,7 +5616,6 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) is_open = stored_value != 0; } } - g.NextTreeNodeOpenCond = 0; } else { @@ -4748,7 +5624,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). // NB- If we are above max depth we still allow manually opened nodes to be logged. - if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth) + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) is_open = true; return is_open; @@ -4763,38 +5639,45 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l 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) label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height)); + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { - // Framed header expand a little outside the default padding - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; - frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); } - const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser - ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing - // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) - const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -4803,35 +5686,64 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); + TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (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 | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0); + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); - bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; if (!is_leaf) { - bool toggled = false; - 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); - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - toggled |= g.IO.MouseDoubleClicked[0]; - 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. - toggled = false; + toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + toggled = true; + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; } if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) @@ -4849,28 +5761,41 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) SetItemAllowOverlap(); + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { // Framed type - RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); - RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); - RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) { // 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); + LogRenderedText(&text_pos, log_prefix, log_prefix + 3); RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix+1, log_suffix+3); + LogRenderedText(&text_pos, log_suffix, log_suffix + 2); } else { @@ -4880,23 +5805,23 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l else { // Unframed typed for tree nodes - if (hovered || (flags & ImGuiTreeNodeFlags_Selected)) + if (hovered || selected) { - RenderFrame(frame_bb.Min, frame_bb.Max, col, false); - RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); } - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - TreePushRawID(id); + TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -4917,9 +5842,10 @@ void ImGui::TreePush(const void* ptr_id) PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); } -void ImGui::TreePushRawID(ImGuiID 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); @@ -4932,24 +5858,21 @@ void ImGui::TreePop() Unindent(); window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { - SetNavID(window->IDStack.back(), g.NavLayer); + SetNavID(window->IDStack.back(), g.NavLayer, 0); NavMoveRequestCancel(); } - window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 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(); } -void ImGui::TreeAdvanceToLabelPos() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); -} - // Horizontal distance preceding label when using TreeNode() or Bullet() float ImGui::GetTreeNodeToLabelSpacing() { @@ -4957,13 +5880,15 @@ float ImGui::GetTreeNodeToLabelSpacing() return g.FontSize + (g.Style.FramePadding.x * 2.0f); } -void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) { ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; - g.NextTreeNodeOpenVal = is_open; - g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). @@ -4987,15 +5912,22 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags return false; ImGuiID id = window->GetID(label); - bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; if (p_open) + flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_open != 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. + // 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; - float button_radius = g.FontSize * 0.5f; - ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y); - if (CloseButton(window->GetID((void*)((intptr_t)id+1)), button_center, button_radius)) + ImGuiLastItemDataBackup last_item_backup; + 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; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) *p_open = false; last_item_backup.Restore(); } @@ -5009,8 +5941,10 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // - 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(); @@ -5020,65 +5954,101 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped. - PopClipRect(); + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + if (span_all_columns && 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.CurrentLineTextBaseOffset; - ImRect bb_inner(pos, pos + size); - ItemSize(bb_inner); - - // 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 - window->DC.CursorPos.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)) - bb.Max.x += window_padding.x; - - // Selectables are tightly packed together, we extend the box to cover spacing between selectable. - float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f); - float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f); - float spacing_R = style.ItemSpacing.x - spacing_L; - float spacing_D = style.ItemSpacing.y - spacing_U; - bb.Min.x -= spacing_L; - bb.Min.y -= spacing_U; - bb.Max.x += spacing_R; - bb.Max.y += spacing_D; - if (!ItemAdd(bb, id)) + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitely right-aligned sizes not visibly match other widgets. + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + bool item_add; + if (flags & ImGuiSelectableFlags_Disabled) + { + 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; + } + else { - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) - PushColumnClipRect(); + item_add = ItemAdd(bb, id); + } + if (!item_add) + { + if (span_all_columns && window->DC.CurrentColumns) + PopColumnsBackground(); return false; } // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; - if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; - if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; - if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; - if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; - if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; - bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } + if (flags & ImGuiSelectableFlags_Disabled) selected = false; - // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) - if (pressed || hovered) + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // 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) { g.NavDisableHighlight = true; - SetNavID(id, window->DC.NavLayerCurrent); + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent); } + } if (pressed) MarkItemEdited(id); + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); @@ -5086,19 +6056,18 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) - { - PushColumnClipRect(); - bb.Max.x -= (GetContentRegionMax().x - max_x); - } + if (span_all_columns && window->DC.CurrentColumns) + PopColumnsBackground(); - if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f)); + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); return pressed; } @@ -5119,17 +6088,21 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // - 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) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - const ImGuiStyle& style = GetStyle(); + const ImGuiStyle& style = g.Style; const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -5139,6 +6112,14 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) 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)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } BeginGroup(); if (label_size.x > 0) @@ -5163,7 +6144,7 @@ bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_item // 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(). ImVec2 size; size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; + size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); return ListBoxHeader(label, size); } @@ -5198,7 +6179,8 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // 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; 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++) { @@ -5232,28 +6214,29 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // - PlotHistogram() //------------------------------------------------------------------------- -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 graph_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); const ImVec2 label_size = CalcTextSize(label, NULL, true); - if (graph_size.x == 0.0f) - graph_size.x = CalcItemWidth(); - if (graph_size.y == 0.0f) - graph_size.y = label_size.y + (style.FramePadding.y * 2); + if (frame_size.x == 0.0f) + frame_size.x = CalcItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0, &frame_bb)) - return; - const bool hovered = ItemHoverable(inner_bb, 0); + return -1; + const bool hovered = ItemHoverable(frame_bb, id); // Determine scale from values if not specified if (scale_min == FLT_MAX || scale_max == FLT_MAX) @@ -5263,6 +6246,8 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge for (int i = 0; i < values_count; i++) { const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; v_min = ImMin(v_min, v); v_max = ImMax(v_max, v); } @@ -5274,14 +6259,15 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - if (values_count > 0) + 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)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + 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) + if (hovered && inner_bb.Contains(g.IO.MousePos)) { const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); const int v_idx = (int)(t * item_count); @@ -5290,10 +6276,10 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const float v0 = values_getter(data, (v_idx + values_offset) % values_count); const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); if (plot_type == ImGuiPlotType_Lines) - SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); else if (plot_type == ImGuiPlotType_Histogram) SetTooltip("%d: %8.4g", v_idx, v0); - v_hovered = v_idx; + idx_hovered = v_idx; } const float t_step = 1.0f / (float)res_w; @@ -5320,13 +6306,13 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge 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) { if (pos1.x >= pos0.x + 2.0f) 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; @@ -5336,10 +6322,14 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge // Text overlay if (overlay_text) - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; } struct ImGuiPlotArrayGetterData @@ -5419,10 +6409,10 @@ 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() // - MenuItem() @@ -5431,7 +6421,6 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // Helpers for internal use ImGuiMenuColumns::ImGuiMenuColumns() { - Count = 0; Spacing = Width = NextWidth = 0.0f; memset(Pos, 0, sizeof(Pos)); memset(NextWidths, 0, sizeof(NextWidths)); @@ -5439,16 +6428,17 @@ ImGuiMenuColumns::ImGuiMenuColumns() void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { - IM_ASSERT(Count <= IM_ARRAYSIZE(Pos)); - Count = count; + IM_ASSERT(count == IM_ARRAYSIZE(Pos)); + IM_UNUSED(count); Width = NextWidth = 0.0f; Spacing = spacing; - if (clear) memset(NextWidths, 0, sizeof(NextWidths)); - for (int i = 0; i < Count; i++) + if (clear) + memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) { if (i > 0 && NextWidths[i] > 0.0f) Width += Spacing; - Pos[i] = (float)(int)Width; + Pos[i] = IM_FLOOR(Width); Width += NextWidths[i]; NextWidths[i] = 0.0f; } @@ -5460,49 +6450,20 @@ float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using v NextWidths[0] = ImMax(NextWidths[0], w0); NextWidths[1] = ImMax(NextWidths[1], w1); NextWidths[2] = ImMax(NextWidths[2], w2); - for (int i = 0; i < 3; i++) + 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) +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const { 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 - ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) - FocusPreviousWindowIgnoringOne(g.NavWindow); - - End(); -} - +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { ImGuiWindow* window = GetCurrentWindow(); @@ -5512,20 +6473,20 @@ bool ImGui::BeginMenuBar() return false; IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore PushID("##menubar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(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 analoguous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); window->DC.MenuBarAppending = true; AlignTextToFramePadding(); return true; @@ -5548,10 +6509,11 @@ void ImGui::EndMenuBar() { // 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) - IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); - g.NavLayer = ImGuiNavLayer_Menu; + SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + g.NavLayer = layer; g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; NavMoveRequestCancel(); @@ -5563,14 +6525,68 @@ void ImGui::EndMenuBar() 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().AdvanceCursor = false; + window->DC.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.MenuBarAppending = false; } +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar"); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + + // Get our rectangle at the top of the work area + if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0) + { + // Set window position + // We don't attempt to calculate our height ahead, as it depends on the per-viewport font size. However menu-bar will affect the minimum window size so we'll get the right height. + ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin; + ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f); + SetNextWindowPos(menu_bar_pos); + SetNextWindowSize(menu_bar_size); + } + + // Create window + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint, however the presence of a menu-bar will give us the minimum height we want. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + + // Report our size into work area (for next frame) using actual window size + menu_bar_window = GetCurrentWindow(); + if (menu_bar_window->BeginCount == 1) + viewport->CurrWorkOffsetMin.y += menu_bar_window->Size.y; + + 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 == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + bool ImGui::BeginMenu(const char* label, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); @@ -5580,71 +6596,99 @@ 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); - ImVec2 label_size = CalcTextSize(label, NULL, true); + // 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) + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup | 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. a ImGuiStorager 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()); 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) - // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup). + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. ImVec2 popup_pos, pos = window->DC.CursorPos; 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); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + 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)); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), 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(). + 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 + // (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)); - if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); - if (!enabled) PopStyleColor(); + float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f)); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); } const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); if (menuset_is_open) g.NavWindow = backed_nav_window; - bool want_open = false, want_close = false; + bool want_open = false; + bool want_close = false; if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_within_opened_triangle = false; - if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) + bool moving_toward_other_child_menu = false; + + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) { - if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window) - { - ImRect next_window_rect = next_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; - ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); - ImVec2 tc = (window->Pos.x < next_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 < next_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_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug - } + // FIXME-DPI: Values should be derived from a master "scale" factor. + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 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] } + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + want_close = true; - want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle); - want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed); + if (!menu_is_open && hovered && pressed) // Click to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + want_open = true; if (g.NavActivateId == id) { @@ -5678,7 +6722,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' want_close = true; - if (want_close && IsPopupOpen(id)) + 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)); @@ -5696,13 +6740,13 @@ 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; 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; } @@ -5734,33 +6778,38 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); - ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + // 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_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; 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 float w = label_size.x; - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable(label, false, 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(). + 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 shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f; + float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + if (shortcut_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(window->DC.MenuColumns.Pos[1] + extra_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(window->DC.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); } IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); @@ -5781,9 +6830,6 @@ 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() @@ -5791,22 +6837,34 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, // - TabBarCalcTabID() [Internal] // - TabBarCalcMaxTabWidth() [Internal] // - TabBarFindTabById() [Internal] +// - TabBarAddTab() [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, ImGuiTabItem* tab, ImGuiTabBarSection* sections); static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } ImGuiTabBar::ImGuiTabBar() @@ -5814,30 +6872,48 @@ ImGuiTabBar::ImGuiTabBar() ID = 0; SelectedTabId = NextSelectedTabId = VisibleTabId = 0; CurrFrameVisible = PrevFrameVisible = -1; - ContentsHeight = 0.0f; - OffsetMax = OffsetNextTab = 0.0f; - ScrollingAnim = ScrollingTarget = 0.0f; + LastTabContentHeight = 0.0f; + WidthAllTabs = WidthAllTabsIdeal = 0.0f; + ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + ScrollingRectMinX = ScrollingRectMaxX = 0.0f; Flags = ImGuiTabBarFlags_None; ReorderRequestTabId = 0; ReorderRequestDir = 0; - WantLayout = VisibleTabWasSubmitted = false; + TabsActiveCount = 0; + WantLayout = VisibleTabWasSubmitted = TabsAddedNew = false; LastTabItemIdx = -1; } -static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +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 = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); } -static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs) +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) { - const ImGuiTabBarSortItem* a = (const ImGuiTabBarSortItem*)lhs; - const ImGuiTabBarSortItem* b = (const ImGuiTabBarSortItem*)rhs; - if (int d = (int)(b->Width - a->Width)) - return d; - return (b->Index - a->Index); + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); } bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) @@ -5849,12 +6925,12 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) ImGuiID id = window->GetID(str_id); ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); - ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerClipRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; - return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); } -bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -5862,20 +6938,24 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG return false; if ((flags & ImGuiTabBarFlags_DockNode) == 0) - window->IDStack.push_back(tab_bar->ID); + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; - g.CurrentTabBar.push_back(tab_bar); if (tab_bar->CurrFrameVisible == g.FrameCount) { //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); - IM_ASSERT(0); + //IM_ASSERT(0); 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) - ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if (tab_bar->Tabs.Size > 1 && (flags & ImGuiTabBarFlags_DockNode) == 0) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; // Flags if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) @@ -5886,17 +6966,26 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG 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->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; - // Layout - ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight())); + // 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.x = tab_bar->BarRect.Min.x; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y; // Draw separator - const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab); + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; + if (dock_node != NULL) { - const float separator_min_x = tab_bar->BarRect.Min.x - ((flags & ImGuiTabBarFlags_DockNodeIsDockSpace) ? 0.0f : window->WindowPadding.x); - const float separator_max_x = tab_bar->BarRect.Max.x + ((flags & ImGuiTabBarFlags_DockNodeIsDockSpace) ? 0.0f : window->WindowPadding.x); + const float separator_min_x = dock_node->Pos.x + window->WindowBorderSize; + const float separator_max_x = dock_node->Pos.x + dock_node->Size.x - window->WindowBorderSize; + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + else + { + const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } return true; @@ -5909,21 +6998,27 @@ void ImGui::EndTabBar() if (window->SkipItems) return; - IM_ASSERT(!g.CurrentTabBar.empty()); // Mismatched BeginTabBar/EndTabBar - ImGuiTabBar* tab_bar = g.CurrentTabBar.back(); - if (tab_bar->WantLayout) + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + if (tab_bar->WantLayout) // Fallback in case no TabItem have been submitted TabBarLayout(tab_bar); // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) - tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); else - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); - g.CurrentTabBar.pop_back(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); } // This is called only once a frame before by the first call to ItemTab() @@ -5933,24 +7028,53 @@ 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) - tab_bar->SelectedTabId = 0; + // 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 = (ImS8)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 = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; tab_dst_n++; } if (tab_bar->Tabs.Size != tab_dst_n) tab_bar->Tabs.resize(tab_dst_n); + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + // Setup next selected tab ImGuiID scroll_track_selected_tab_id = 0; if (tab_bar->NextSelectedTabId) @@ -5963,103 +7087,127 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // 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) - { - 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; - } - if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) - MarkIniSettingsDirty(); - } + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId; tab_bar->ReorderRequestTabId = 0; } - ImVector& width_sort_buffer = g.TabSortByWidthBuffer; - width_sort_buffer.resize(tab_bar->Tabs.Size); + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); - // Compute ideal widths - 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; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; - // Refresh tab width immediately if we can (for manual tab bar, WidthContent will lag by one frame which is mostly noticeable when changing style.FramePadding.x) + // 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. - width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button = tab->Window ? tab->Window->HasCloseButton : ((tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0); + tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; + + int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + 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 - width_sort_buffer[tab_n].Index = tab_n; - width_sort_buffer[tab_n].Width = tab->WidthContents; + int shrink_buffer_index = shrink_buffer_indexes[section_n]++; + g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; + g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; + + IM_ASSERT(tab->ContentWidth > 0.0f); + tab->Width = tab->ContentWidth; } - // Compute width - const float width_avail = tab_bar->BarRect.GetWidth(); - 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)) - { - // If we don't have enough room, resize down the largest tabs first - if (tab_bar->Tabs.Size > 1) - ImQsort(width_sort_buffer.Data, (size_t)width_sort_buffer.Size, sizeof(ImGuiTabBarSortItem), TabBarSortItemComparer); - int tab_count_same_width = 1; - while (width_excess > 0.0f && tab_count_same_width < tab_bar->Tabs.Size) + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar)) { - while (tab_count_same_width < tab_bar->Tabs.Size && width_sort_buffer[0].Width == width_sort_buffer[tab_count_same_width].Width) - tab_count_same_width++; - float width_to_remove_per_tab_max = (tab_count_same_width < tab_bar->Tabs.Size) ? (width_sort_buffer[0].Width - width_sort_buffer[tab_count_same_width].Width) : (width_sort_buffer[0].Width - 1.0f); - float width_to_remove_per_tab = ImMin(width_excess / tab_count_same_width, width_to_remove_per_tab_max); - for (int tab_n = 0; tab_n < tab_count_same_width; tab_n++) - width_sort_buffer[tab_n].Width -= width_to_remove_per_tab; - width_excess -= width_to_remove_per_tab * tab_count_same_width; + scroll_track_selected_tab_id = scroll_track_selected_tab->ID; + if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button)) + tab_bar->SelectedTabId = scroll_track_selected_tab_id; } - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - tab_bar->Tabs[width_sort_buffer[tab_n].Index].Width = (float)(int)width_sort_buffer[tab_n].Width; - } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) { - const float tab_max_width = TabBarCalcMaxTabWidth(); - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + 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); + 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 = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; } } // Layout all active tabs - float offset_x = 0.0f; - 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) - scroll_track_selected_tab_id = tab->ID; - offset_x += tab->Width + g.Style.ItemInnerSpacing.x; - } - tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); - tab_bar->OffsetNextTab = 0.0f; + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); - // 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! - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab_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) @@ -6071,15 +7219,40 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->VisibleTabId = tab_bar->SelectedTabId; tab_bar->VisibleTabWasSubmitted = false; + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_track_selected_tab_id = g.NavWindowingTarget->ID; + // 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); + TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); - const float scrolling_speed = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) ? FLT_MAX : (g.IO.DeltaTime * g.FontSize * 70.0f); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) - tab_bar->ScrollingAnim = ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, scrolling_speed); + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // 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->WidthAllTabsIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); } // Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. @@ -6087,7 +7260,7 @@ static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) { if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) { - ImGuiID id = ImHashStr(label, 0); + ImGuiID id = ImHashStr(label); KeepAliveID(id); return id; } @@ -6113,6 +7286,38 @@ ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) return NULL; } +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->ID) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + ImGuiTabItem new_tab; + new_tab.ID = window->ID; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + // The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) { @@ -6126,45 +7331,96 @@ 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) +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections) { + if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) + 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); - if (tab_bar->ScrollingTarget > tab_x1) + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + // FIXME: This is all confusing. + float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); tab_bar->ScrollingTarget = tab_x1; - if (tab_bar->ScrollingTarget + tab_bar->BarRect.GetWidth() < tab_x2) - tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } } -void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) { IM_ASSERT(dir == -1 || dir == +1); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = dir; + tab_bar->ReorderRequestDir = (ImS8)dir; +} + +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->ReorderRequestDir; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered TabItem must share the same position flags than target + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))) + return false; + + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; } static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) @@ -6178,13 +7434,6 @@ 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; @@ -6195,60 +7444,117 @@ 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; PopStyleColor(2); 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_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; return tab_to_select; } //------------------------------------------------------------------------- // [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] -// - TabItemRenderBackground() [Internal] +// - TabItemBackground() [Internal] // - TabItemLabelAndCloseButton() [Internal] //------------------------------------------------------------------------- bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) { ImGuiContext& g = *GImGui; - if (g.CurrentWindow->SkipItems) + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); return false; + } + IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! - IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!"); - ImGuiTabBar* tab_bar = g.CurrentTabBar.back(); - bool ret = TabItemEx(tab_bar, label, p_open, flags); + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; - g.CurrentWindow->IDStack.push_back(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) } return ret; } @@ -6256,18 +7562,39 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f void ImGui::EndTabItem() { ImGuiContext& g = *GImGui; - if (g.CurrentWindow->SkipItems) + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) return; - IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!"); - ImGuiTabBar* tab_bar = g.CurrentTabBar.back(); - IM_ASSERT(tab_bar->LastTabItemIdx >= 0 && "Needs to be called between BeginTabItem() and EndTabItem()"); + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) - g.CurrentWindow->IDStack.pop_back(); + window->IDStack.pop_back(); } -bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +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, NULL); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { // Layout whole tab bar if not already done if (tab_bar->WantLayout) @@ -6281,7 +7608,9 @@ 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, window->DC.LastItemStatusFlags); if (p_open && !*p_open) { PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); @@ -6290,6 +7619,15 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, return false; } + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + // Calculate tab contents size ImVec2 size = TabItemCalcSize(label, p_open != NULL); @@ -6302,45 +7640,63 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab = &tab_bar->Tabs.back(); tab->ID = id; tab->Width = size.x; + tab_bar->TabsAddedNew = true; tab_is_new = true; } tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); - tab->WidthContents = 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; + tab->Window = docked_window; - // 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)) + // Append name with zero-terminator + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) { - tab->Offset = tab_bar->OffsetNextTab; - tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; + IM_ASSERT(tab->Window != NULL); + tab->NameOffset = -1; + } + else + { + IM_ASSERT(tab->Window == NULL); + tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. } // Update selected tab if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) - tab_bar->NextSelectedTabId = id; // New tabs gets activated + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) bool tab_contents_visible = (tab_bar->VisibleTabId == id); if (tab_contents_visible) tab_bar->VisibleTabWasSubmitted = true; // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches - if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) tab_contents_visible = true; - 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(); + if (is_tab_button) + return false; return tab_contents_visible; } @@ -6351,17 +7707,24 @@ 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_Leading | ImGuiTabItemFlags_Trailing)) == 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; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; - ItemSize(bb, style.FramePadding.y); if (!ItemAdd(bb, id)) { if (want_clip_rect) @@ -6371,45 +7734,94 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Click to Select a tab - ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); - if (g.DragDropActive) + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - hovered |= (g.HoveredId == id); - if (pressed || ((flags & ImGuiTabItemFlags_SetSelected) && !tab_contents_visible)) // SetSelected can only be passed on explicit tab bar + if (pressed && !is_tab_button) tab_bar->NextSelectedTabId = id; + hovered |= (g.HoveredId == id); + + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) if (!held) SetItemAllowOverlap(); - // Drag and drop: re-order tabs - if (held && !tab_appearing && IsMouseDragging(0)) + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) { - if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + // Drag and drop: re-order tabs + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) { // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueChangeTabOrder(tab_bar, tab, -1); + TabBarQueueReorder(tab_bar, tab, -1); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueChangeTabOrder(tab_bar, tab, +1); + TabBarQueueReorder(tab_bar, tab, +1); + } + } + + // Extract a Dockable window out of it's tab bar + if (docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove)) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + //float threshold_base = g.IO.ConfigDockingWithShift ? g.FontSize * 0.5f : g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + else if (drag_distance_from_edge_x > threshold_x) + if ((tab_bar->ReorderRequestDir < 0 && tab_bar->GetTabOrder(tab) == 0) || (tab_bar->ReorderRequestDir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; } } } #if 0 - if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && 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)); - display_draw_list = GetOverlayDrawList(window); - TabItemRenderBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + 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)); } #endif @@ -6422,14 +7834,15 @@ 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) flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // 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, label, id, close_button_id); + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible); if (just_closed && p_open != NULL) { *p_open = false; @@ -6442,25 +7855,40 @@ 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) - if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f) - if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) + // 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) && !(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; - bool is_within_manual_tab_bar = (g.CurrentTabBar.Size > 0) && !(g.CurrentTabBar.back()->Flags & ImGuiTabBarFlags_DockNode); + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); if (is_within_manual_tab_bar) { - ImGuiTabBar* tab_bar = g.CurrentTabBar.back(); - IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() + ImGuiTabBar* tab_bar = g.CurrentTabBar; 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() + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } } } @@ -6483,36 +7911,49 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI 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)); - float y1 = bb.Min.y + 1.0f; - float y2 = bb.Max.y - 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 + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f); draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); - draw_list->AddConvexPolyFilled(draw_list->_Path.Data, draw_list->_Path.Size, col); + draw_list->PathFillConvex(col); if (g.Style.TabBorderSize > 0.0f) - draw_list->AddPolyline(draw_list->_Path.Data, draw_list->_Path.Size, GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); - draw_list->PathClear(); + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + } } // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic -bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, const char* label, ImGuiID tab_id, ImGuiID close_button_id) +// 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, bool is_contents_visible) { ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; ImVec2 label_size = CalcTextSize(label, NULL, true); if (bb.GetWidth() <= 1.0f) return false; + // 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 + style.FramePadding.x, bb.Min.y + style.FramePadding.y, bb.Max.x - style.FramePadding.x, bb.Max.y); + 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 + style.FramePadding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + style.FramePadding.y + (float)(int)(-g.FontSize * 0.25f)); - RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - style.FramePadding, TAB_UNSAVED_MARKER, NULL, NULL); + 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 + IM_FLOOR(-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; @@ -6524,52 +7965,479 @@ 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() >= 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; if (close_button_visible) { - ImGuiItemHoveredDataBackup last_item_backup; - const float close_button_sz = g.FontSize * 0.5f; - if (CloseButton(close_button_id, ImVec2(bb.Max.x - style.FramePadding.x - close_button_sz, bb.Min.y + style.FramePadding.y + close_button_sz), close_button_sz)) + ImGuiLastItemDataBackup last_item_backup; + const float close_button_sz = g.FontSize; + 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))) close_button_pressed = true; + PopStyleVar(); last_item_backup.Restore(); // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; - text_pixel_clip_bb.Max.x -= close_button_sz * 2.0f; + text_pixel_clip_bb.Max.x -= close_button_sz; } - // Label with ellipsis - // FIXME: This should be extracted into a helper but the use of text_pixel_clip_bb and !close_button_visible makes it tricky to abstract at the moment - const char* label_display_end = FindRenderedTextEnd(label); - if (label_size.x > text_ellipsis_clip_bb.GetWidth()) - { - const int ellipsis_dot_count = 3; - const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; - const char* label_end = NULL; - float label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, text_ellipsis_clip_bb.GetWidth() - ellipsis_width + 1.0f, 0.0f, label, label_display_end, &label_end).x; - if (label_end == label && label_end < label_display_end) // Always display at least 1 character if there's no room for character + ellipsis - { - label_end = label + ImTextCountUtf8BytesFromChar(label, label_display_end); - label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label, label_end).x; - } - while (label_end > label && ImCharIsBlankA(label_end[-1])) // Trim trailing space + // 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; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + 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. +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnCount() +// - 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 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)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* 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(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)); +} + +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; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* 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); +} + +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->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++) { - label_end--; - label_size_clipped_x -= g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label_end, label_end + 1).x; // Ascii blanks are always 1 byte + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); } - RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_end, &label_size, ImVec2(0.0f, 0.0f)); + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* 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); + } - const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f; - if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x) - RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text)); + 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; + ImGuiColumns* 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), + ImGuiColumnData* 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 { - RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_display_end, &label_size, ImVec2(0.0f, 0.0f)); + // 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; - return close_button_pressed; + // 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(); + columns->Splitter.Merge(window->DrawList); + } + + 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 = 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); +} + +// [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/src/libs/src/imgui/imstb_rectpack.h b/src/libs/src/imgui/imstb_rectpack.h index 2b07dcc8..ff2a85df 100644 --- a/src/libs/src/imgui/imstb_rectpack.h +++ b/src/libs/src/imgui/imstb_rectpack.h @@ -1,4 +1,10 @@ -// stb_rect_pack.h - v0.11 - public domain - rectangle packing +// [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 +// Grep for [DEAR IMGUI] to find the changes. + +// stb_rect_pack.h - v1.00 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. @@ -31,9 +37,12 @@ // // Bugfixes / warning fixes // Jeremy Jaussaud +// Fabian Giesen // // Version history: // +// 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 // 0.10 (2016-10-25) remove cast-away-const to avoid warnings // 0.09 (2016-08-27) fix compiler warnings @@ -204,6 +213,7 @@ 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 @@ -349,6 +359,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt width -= width % c->align; STBRP_ASSERT(width % c->align == 0); + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + node = c->active_head; prev = &c->active_head; while (node->x + width <= c->width) { @@ -412,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); - if (y + height < c->height) { + if (y + height <= c->height) { if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; @@ -512,6 +529,7 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i 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; @@ -523,6 +541,7 @@ 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; @@ -543,9 +562,6 @@ STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int nu // we use the 'was_packed' field internally to allow sorting/unsorting for (i=0; i < num_rects; ++i) { rects[i].was_packed = i; - #ifndef STBRP_LARGE_RECTS - STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff); - #endif } // sort according to heuristic diff --git a/src/libs/src/imgui/imstb_textedit.h b/src/libs/src/imgui/imstb_textedit.h index 27e34f74..76446709 100644 --- a/src/libs/src/imgui/imstb_textedit.h +++ b/src/libs/src/imgui/imstb_textedit.h @@ -1,9 +1,10 @@ -// [ImGui] this is a slightly modified version of stb_textedit.h 1.12. Those changes would need to be pushed into nothings/stb -// [ImGui] - 2018-06: fixed undo/redo after pasting large amount of text (over 32 kb). Redo will still fail when undo buffers are exhausted, but text won't be corrupted (see nothings/stb issue #620) -// [ImGui] - 2018-06: fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) -// [ImGui] - fixed some minor warnings +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.13. +// 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 - v1.12 - public domain - Sean Barrett +// stb_textedit.h - v1.13 - 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 @@ -34,6 +35,7 @@ // // VERSION HISTORY // +// 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 // 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual @@ -146,6 +148,8 @@ // 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 @@ -168,14 +172,10 @@ // 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, @@ -335,6 +335,10 @@ 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 @@ -692,7 +696,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { - stb_textedit_delete_selection(str,state); // implicity clamps + stb_textedit_delete_selection(str,state); // implicitly clamps state->has_preferred_x = 0; return 1; } @@ -744,7 +748,7 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, state->has_preferred_x = 0; } } else { - stb_textedit_delete_selection(str,state); // implicity clamps + stb_textedit_delete_selection(str,state); // implicitly clamps if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { stb_text_makeundo_insert(state, state->cursor, 1); ++state->cursor; @@ -853,12 +857,16 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, break; case STB_TEXTEDIT_K_DOWN: - case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: { + 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); goto retry; @@ -867,17 +875,25 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, if (sel) stb_textedit_prep_selection_at_cursor(state); else if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_last(str,state); + stb_textedit_move_to_last(str, state); // compute current position of cursor point stb_textedit_clamp(str, state); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - // now find character position down a row - if (find.length) { - float goal_x = state->has_preferred_x ? state->preferred_x : find.x; - float x; + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row state->cursor = start; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; @@ -899,17 +915,25 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, if (sel) state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; } break; } case STB_TEXTEDIT_K_UP: - case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { + case STB_TEXTEDIT_K_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); goto retry; @@ -924,11 +948,14 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, 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; @@ -950,6 +977,14 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, if (sel) state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; } break; } @@ -1073,10 +1108,6 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, 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 } } @@ -1132,7 +1163,14 @@ static void stb_textedit_discard_redo(StbUndoState *state) state->undo_rec[i].char_storage += n; } // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' - STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0]))); + // [DEAR IMGUI] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + // now move redo_point to point to the new one ++state->redo_point; } @@ -1341,6 +1379,7 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin 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/src/libs/src/imgui/imstb_truetype.h b/src/libs/src/imgui/imstb_truetype.h index 0b65350a..b4bdbd86 100644 --- a/src/libs/src/imgui/imstb_truetype.h +++ b/src/libs/src/imgui/imstb_truetype.h @@ -1,7 +1,9 @@ -// [ImGui] this is a slightly modified version of stb_truetype.h 1.19. Those changes would need to be pushed into nothings/stb -// grep for [ImGui] to find the changes. +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.20. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. -// stb_truetype.h - v1.19 - public domain +// stb_truetype.h - v1.20 - public domain // authored from 2009-2016 by Sean Barrett / RAD Game Tools // // This library processes TrueType files: @@ -52,6 +54,7 @@ // // VERSION HISTORY // +// 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 // 1.17 (2017-07-23) make more arguments const; doc fix @@ -78,7 +81,7 @@ // // USAGE // -// Include this file in whatever places neeed to refer to it. In ONE C/C++ +// Include this file in whatever places need to refer to it. In ONE C/C++ // file, write: // #define STB_TRUETYPE_IMPLEMENTATION // before the #include of this file. This expands out the actual @@ -250,8 +253,8 @@ // Documentation & header file 520 LOC \___ 660 LOC documentation // Sample code 140 LOC / // Truetype parsing 620 LOC ---- 620 LOC TrueType -// Software rasterization 240 LOC \ . -// Curve tesselation 120 LOC \__ 550 LOC Bitmap creation +// 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 @@ -559,6 +562,8 @@ STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int p // // It's inefficient; you might want to c&p it and optimize it. +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. ////////////////////////////////////////////////////////////////////////////// @@ -644,6 +649,12 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h // To use with PackFontRangesGather etc., you must set it before calls // call to PackFontRangesGatherRects. +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above int char_index, // character to display float *xpos, float *ypos, // pointers to current position in screen pixel space @@ -672,6 +683,7 @@ struct stbtt_pack_context { int height; int stride_in_bytes; int padding; + int skip_missing; unsigned int h_oversample, v_oversample; unsigned char *pixels; void *nodes; @@ -697,7 +709,7 @@ STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); // file will only define one font and it always be at offset 0, so it will // return '0' for index 0, and -1 for all other indices. -// The following structure is defined publically so you can declare one on +// The following structure is defined publicly so you can declare one on // the stack or as a global or etc, but you should treat it as opaque. struct stbtt_fontinfo { @@ -736,6 +748,7 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep // and you want a speed-up, call this function with the character you're // going to process, then use glyph-based functions instead of the // codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. ////////////////////////////////////////////////////////////////////////////// @@ -823,7 +836,7 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s // returns # of vertices and fills *vertices with the pointer to them // these are expressed in "unscaled" coordinates // -// The shape is a series of countours. Each one starts with +// The shape is a series of contours. Each one starts with // a STBTT_moveto, then consists of a series of mixed // STBTT_lineto and STBTT_curveto segments. A lineto // draws a line from previous endpoint to its x,y; a curveto @@ -919,7 +932,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); // These functions compute a discretized SDF field for a single character, suitable for storing // in a single-channel texture, sampling with bilinear filtering, and testing against -// larger than some threshhold to produce scalable fonts. +// larger than some threshold to produce scalable fonts. // info -- the font // scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap // glyph/codepoint -- the character to generate the SDF for @@ -2371,7 +2384,7 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); - // [ImGui: commented to fix static analyzer warning] + // [DEAR IMGUI] Commented to fix static analyzer warning //classDefTable = classDef1ValueArray + 2 * glyphCount; } break; @@ -2396,7 +2409,7 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) return (stbtt_int32)ttUSHORT(classRangeRecord + 4); } - // [ImGui: commented to fix static analyzer warning] + // [DEAR IMGUI] Commented to fix static analyzer warning //classDefTable = classRangeRecords + 6 * classRangeCount; } break; @@ -2525,11 +2538,11 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i // There are no other cases. STBTT_assert(0); break; - }; + } // [DEAR IMGUI] removed ; } } break; - }; + } // [DEAR IMGUI] removed ; default: // TODO: Implement other stuff. @@ -3029,6 +3042,7 @@ 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] } @@ -3167,7 +3181,13 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, if (e->y0 != e->y1) { stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); if (z != NULL) { - STBTT_assert(z->ey >= scan_y_top); + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds // insert at front z->next = active; active = z; @@ -3236,7 +3256,7 @@ static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) { - /* threshhold for transitioning to insertion sort */ + /* threshold for transitioning to insertion sort */ while (n > 12) { stbtt__edge t; int c01,c12,c,m,i,j; @@ -3371,7 +3391,7 @@ static void stbtt__add_point(stbtt__point *points, int n, float x, float y) points[n].y = y; } -// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) { // midpoint @@ -3796,6 +3816,7 @@ STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, in spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; spc->h_oversample = 1; spc->v_oversample = 1; + spc->skip_missing = 0; stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); @@ -3821,6 +3842,11 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h spc->v_oversample = v_oversample; } +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + #define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) @@ -3974,13 +4000,17 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb 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); - stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, - scale * spc->h_oversample, - scale * spc->v_oversample, - 0,0, - &x0,&y0,&x1,&y1); - rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); - rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0 && spc->skip_missing) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + } ++k; } } @@ -4033,7 +4063,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const sub_y = stbtt__oversample_shift(spc->v_oversample); for (j=0; j < ranges[i].num_chars; ++j) { stbrp_rect *r = &rects[k]; - if (r->was_packed) { + if (r->was_packed && r->w != 0 && r->h != 0) { stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; int advance, lsb, x0,y0,x1,y1; int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; @@ -4102,7 +4132,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect 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; @@ -4147,6 +4177,19 @@ STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char * return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); } +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) { float ipw = 1.0f / pw, iph = 1.0f / ph; @@ -4259,7 +4302,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex int winding = 0; orig[0] = x; - //orig[1] = y; // [ImGui] commmented double assignment without reading + //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); diff --git a/src/libs/src/imgui/misc/README.txt b/src/libs/src/imgui/misc/README.txt index be3af5ae..86900089 100644 --- a/src/libs/src/imgui/misc/README.txt +++ b/src/libs/src/imgui/misc/README.txt @@ -16,3 +16,9 @@ misc/natvis/ Natvis file to describe dear imgui types in the Visual Studio debugger. With this, types like ImVector<> will be displayed nicely in the debugger. You can include this file a Visual Studio project file, or install it in Visual Studio folder. + +misc/single_file/ + Single-file header stub. + We use this to validate compiling all *.cpp files in a same compilation unit. + Users of that technique (also called "Unity builds") can generally provide this themselves, + so we don't really recommend you use this in your projects. diff --git a/src/libs/src/imgui/misc/cpp/README.txt b/src/libs/src/imgui/misc/cpp/README.txt index 9067cac0..8d5982e0 100644 --- a/src/libs/src/imgui/misc/cpp/README.txt +++ b/src/libs/src/imgui/misc/cpp/README.txt @@ -5,6 +5,6 @@ imgui_stdlib.h + imgui_stdlib.cpp imgui_scoped.h [Experimental, not currently in main repository] - Additional header file with some RAII-style wrappers for common ImGui functions. + Additional header file with some RAII-style wrappers for common Dear ImGui functions. Try by merging: https://github.com/ocornut/imgui/pull/2197 Discuss at: https://github.com/ocornut/imgui/issues/2096 diff --git a/src/libs/src/imgui/misc/cpp/imgui_stdlib.cpp b/src/libs/src/imgui/misc/cpp/imgui_stdlib.cpp index 694813a4..cb1fe174 100644 --- a/src/libs/src/imgui/misc/cpp/imgui_stdlib.cpp +++ b/src/libs/src/imgui/misc/cpp/imgui_stdlib.cpp @@ -1,5 +1,4 @@ -// imgui_stdlib.cpp -// Wrappers for C++ standard library (STL) types (std::string, etc.) +// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) // This is also an example of how you may wrap your own similar types. // Compatibility: @@ -63,3 +62,15 @@ bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2 cb_user_data.ChainCallbackUserData = user_data; return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data); } + +bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + flags |= ImGuiInputTextFlags_CallbackResize; + + InputTextCallback_UserData cb_user_data; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; + cb_user_data.ChainCallbackUserData = user_data; + return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); +} diff --git a/src/libs/src/imgui/misc/cpp/imgui_stdlib.h b/src/libs/src/imgui/misc/cpp/imgui_stdlib.h index 06b06b9a..f860b0c7 100644 --- a/src/libs/src/imgui/misc/cpp/imgui_stdlib.h +++ b/src/libs/src/imgui/misc/cpp/imgui_stdlib.h @@ -1,5 +1,4 @@ -// imgui_stdlib.h -// Wrappers for C++ standard library (STL) types (std::string, etc.) +// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) // This is also an example of how you may wrap your own similar types. // Compatibility: @@ -19,4 +18,5 @@ namespace ImGui // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); } diff --git a/src/libs/src/imgui/misc/fonts/Cousine-Regular.ttf b/src/libs/src/imgui/misc/fonts/Cousine-Regular.ttf old mode 100644 new mode 100755 diff --git a/src/libs/src/imgui/misc/fonts/DroidSans.ttf b/src/libs/src/imgui/misc/fonts/DroidSans.ttf old mode 100644 new mode 100755 diff --git a/src/libs/src/imgui/misc/fonts/Karla-Regular.ttf b/src/libs/src/imgui/misc/fonts/Karla-Regular.ttf old mode 100644 new mode 100755 diff --git a/src/libs/src/imgui/misc/fonts/ProggyClean.ttf b/src/libs/src/imgui/misc/fonts/ProggyClean.ttf old mode 100644 new mode 100755 diff --git a/src/libs/src/imgui/misc/fonts/ProggyTiny.ttf b/src/libs/src/imgui/misc/fonts/ProggyTiny.ttf old mode 100644 new mode 100755 diff --git a/src/libs/src/imgui/misc/fonts/binary_to_compressed_c.cpp b/src/libs/src/imgui/misc/fonts/binary_to_compressed_c.cpp index 3fde3d95..1f621e16 100644 --- a/src/libs/src/imgui/misc/fonts/binary_to_compressed_c.cpp +++ b/src/libs/src/imgui/misc/fonts/binary_to_compressed_c.cpp @@ -1,9 +1,10 @@ -// ImGui - binary_to_compressed_c.cpp +// dear imgui +// (binary_to_compressed_c.cpp) // Helper tool to turn a file into a C array, if you want to embed font data in your source code. // The data is first compressed with stb_compress() to reduce source code size, // then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex) -// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent) +// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent) // Note that even with compression, the output array is likely to be bigger than the binary file.. // Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF() @@ -27,7 +28,7 @@ // stb_compress* from stb.h - declaration typedef unsigned int stb_uint; typedef unsigned char stb_uchar; -stb_uint stb_compress(stb_uchar *out,stb_uchar *in,stb_uint len); +stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len); static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression); @@ -48,18 +49,21 @@ int main(int argc, char** argv) else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; } else { - printf("Unknown argument: '%s'\n", argv[argn]); + fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]); return 1; } } - return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1; + bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression); + if (!ret) + fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]); + return ret ? 0 : 1; } char Encode85Byte(unsigned int x) { x = (x % 85) + 35; - return (x>='\\') ? x+1 : x; + return (x >= '\\') ? x + 1 : x; } bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression) @@ -69,7 +73,7 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b if (!f) return false; int data_sz; if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; } - char* data = new char[data_sz+4]; + char* data = new char[data_sz + 4]; if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; } memset((void*)(((char*)data) + data_sz), 0, 4); fclose(f); @@ -79,16 +83,16 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b char* compressed = use_compression ? new char[maxlen] : data; int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz; if (use_compression) - memset(compressed + compressed_sz, 0, maxlen - compressed_sz); + memset(compressed + compressed_sz, 0, maxlen - compressed_sz); // Output as Base85 encoded FILE* out = stdout; fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz); fprintf(out, "// Exported using binary_to_compressed_c.cpp\n"); - const char* compressed_str = use_compression ? "compressed_" : ""; + const char* compressed_str = use_compression ? "compressed_" : ""; if (use_base85_encoding) { - fprintf(out, "static const char %s_%sdata_base85[%d+1] =\n \"", symbol, compressed_str, (int)((compressed_sz+3)/4)*5); + fprintf(out, "static const char %s_%sdata_base85[%d+1] =\n \"", symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5); char prev_c = 0; for (int src_i = 0; src_i < compressed_sz; src_i += 4) { @@ -100,7 +104,7 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c); prev_c = c; } - if ((src_i % 112) == 112-4) + if ((src_i % 112) == 112 - 4) fprintf(out, "\"\n \""); } fprintf(out, "\";\n\n"); @@ -108,7 +112,7 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b else { fprintf(out, "static const unsigned int %s_%ssize = %d;\n", symbol, compressed_str, (int)compressed_sz); - fprintf(out, "static const unsigned int %s_%sdata[%d/4] =\n{", symbol, compressed_str, (int)((compressed_sz+3)/4)*4); + fprintf(out, "static const unsigned int %s_%sdata[%d/4] =\n{", symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4); int column = 0; for (int i = 0; i < compressed_sz; i += 4) { @@ -124,7 +128,7 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b // Cleanup delete[] data; if (use_compression) - delete[] compressed; + delete[] compressed; return true; } diff --git a/src/libs/src/imgui/misc/freetype/README.md b/src/libs/src/imgui/misc/freetype/README.md index 156e6511..e565097a 100644 --- a/src/libs/src/imgui/misc/freetype/README.md +++ b/src/libs/src/imgui/misc/freetype/README.md @@ -1,11 +1,11 @@ # imgui_freetype -Build font atlases using FreeType instead of stb_truetype (the default imgui's font rasterizer). +Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer in Dear ImGui).
by @vuhdo, @mikesart, @ocornut. ### Usage -1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype`). +1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype`, `vcpkg integrate install`). 2. Add imgui_freetype.h/cpp alongside your imgui sources. 3. Include imgui_freetype.h after imgui.h. 4. Call `ImGuiFreeType::BuildFontAtlas()` *BEFORE* calling `ImFontAtlas::GetTexDataAsRGBA32()` or `ImFontAtlas::Build()` (so normal Build() won't be called): @@ -22,7 +22,7 @@ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); FreeType assumes blending in linear space rather than gamma space. See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph). For correct results you need to be using sRGB and convert to linear space in the pixel shader output. -The default imgui styles will be impacted by this change (alpha values will need tweaking). +The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking). ### Test code Usage ```cpp @@ -43,7 +43,8 @@ while (true) if (freetype_test.UpdateRebuild()) { // REUPLOAD FONT TEXTURE TO GPU - // e.g ImGui_ImplOpenGL3_DestroyDeviceObjects() + ImGui_ImplOpenGL3_CreateDeviceObjects() + ImGui_ImplXXX_DestroyDeviceObjects(); + ImGui_ImplXXX_CreateDeviceObjects(); } ImGui::NewFrame(); freetype_test.ShowFreetypeOptionsWindow(); @@ -67,6 +68,7 @@ struct FreeTypeTest FontBuildMode BuildMode; bool WantRebuild; float FontsMultiply; + int FontsPadding; unsigned int FontsFlags; FreeTypeTest() @@ -74,6 +76,7 @@ struct FreeTypeTest BuildMode = FontBuildMode_FreeType; WantRebuild = true; FontsMultiply = 1.0f; + FontsPadding = 1; FontsFlags = 0; } @@ -83,10 +86,12 @@ struct FreeTypeTest if (!WantRebuild) return false; ImGuiIO& io = ImGui::GetIO(); - for (int n = 0; n < io.Fonts->Fonts.Size; n++) + io.Fonts->TexGlyphPadding = FontsPadding; + for (int n = 0; n < io.Fonts->ConfigData.Size; n++) { - io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply; - io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00; + ImFontConfig* font_config = (ImFontConfig*)&io.Fonts->ConfigData[n]; + font_config->RasterizerMultiply = FontsMultiply; + font_config->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00; } if (BuildMode == FontBuildMode_FreeType) ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags); @@ -105,6 +110,7 @@ struct FreeTypeTest ImGui::SameLine(); WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb); WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f); + WantRebuild |= ImGui::DragInt("Padding", &FontsPadding, 0.1f, 0, 16); if (BuildMode == FontBuildMode_FreeType) { WantRebuild |= ImGui::CheckboxFlags("NoHinting", &FontsFlags, ImGuiFreeType::NoHinting); @@ -114,6 +120,7 @@ struct FreeTypeTest WantRebuild |= ImGui::CheckboxFlags("MonoHinting", &FontsFlags, ImGuiFreeType::MonoHinting); WantRebuild |= ImGui::CheckboxFlags("Bold", &FontsFlags, ImGuiFreeType::Bold); WantRebuild |= ImGui::CheckboxFlags("Oblique", &FontsFlags, ImGuiFreeType::Oblique); + WantRebuild |= ImGui::CheckboxFlags("Monochrome", &FontsFlags, ImGuiFreeType::Monochrome); } ImGui::End(); } diff --git a/src/libs/src/imgui/misc/freetype/imgui_freetype.cpp b/src/libs/src/imgui/misc/freetype/imgui_freetype.cpp index f7523644..412411a9 100644 --- a/src/libs/src/imgui/misc/freetype/imgui_freetype.cpp +++ b/src/libs/src/imgui/misc/freetype/imgui_freetype.cpp @@ -1,4 +1,4 @@ -// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui +// dear imgui: wrapper to use FreeType (instead of stb_truetype) // Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype // Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained and v0.60+ by @ocornut. @@ -12,6 +12,8 @@ // - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX. // - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. // - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions(). +// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!) +// - v0.63: (2020/06/04) fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. // Gamma Correct Blending: // FreeType assumes blending in linear space rather than gamma space. @@ -35,6 +37,7 @@ #endif #if 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 #endif @@ -109,6 +112,7 @@ namespace FT_Face Face; unsigned int UserFlags; // = ImFontConfig::RasterizerFlags FT_Int32 LoadFlags; + FT_Render_Mode RenderMode; }; // From SDL_ttf: Handy routines for converting from fixed point @@ -142,6 +146,11 @@ namespace else LoadFlags |= FT_LOAD_TARGET_NORMAL; + if (UserFlags & ImGuiFreeType::Monochrome) + RenderMode = FT_RENDER_MODE_MONO; + else + RenderMode = FT_RENDER_MODE_NORMAL; + return true; } @@ -208,7 +217,7 @@ namespace const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info) { FT_GlyphSlot slot = Face->glyph; - FT_Error error = FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL); + FT_Error error = FT_Render_Glyph(slot, RenderMode); if (error != 0) return NULL; @@ -230,26 +239,58 @@ namespace const uint8_t* src = ft_bitmap->buffer; const uint32_t src_pitch = ft_bitmap->pitch; - if (multiply_table == NULL) - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - memcpy(dst, src, w); - } - else + switch (ft_bitmap->pixel_mode) { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - dst[x] = multiply_table[src[x]]; + case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. + { + if (multiply_table == NULL) + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + memcpy(dst, src, w); + } + else + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = multiply_table[src[x]]; + } + break; + } + case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. + { + uint8_t color0 = multiply_table ? multiply_table[0] : 0; + uint8_t color1 = multiply_table ? multiply_table[255] : 255; + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + uint8_t bits = 0; + const uint8_t* bits_ptr = src; + for (uint32_t x = 0; x < w; x++, bits <<= 1) + { + if ((x & 7) == 0) + bits = *bits_ptr++; + dst[x] = (bits & 0x80) ? color1 : color0; + } + } + break; + } + default: + IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); } } } -#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#define STBRP_ASSERT(x) IM_ASSERT(x) +#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 +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_STATIC #define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else #include "imstb_rectpack.h" #endif +#endif struct ImFontBuildSrcGlyphFT { @@ -266,7 +307,7 @@ struct ImFontBuildSrcDataFT 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; }; @@ -276,14 +317,14 @@ struct ImFontBuildDstDataFT 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. }; bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags) { IM_ASSERT(atlas->ConfigData.Size > 0); - ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + ImFontAtlasBuildInit(atlas); // Clear atlas atlas->TexID = (ImTextureID)NULL; @@ -297,8 +338,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns ImVector dst_tmp_array; src_tmp_array.resize(atlas->ConfigData.Size); dst_tmp_array.resize(atlas->Fonts.Size); - memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); - memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); // 1. Initialize font loading structure, check font data validity for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) @@ -336,15 +377,14 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); - if (dst_tmp.SrcCount > 1 && dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++) { - if (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) continue; uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..) if (glyph_index == 0) @@ -353,9 +393,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns // Add to avail set/counters src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint, true); - if (dst_tmp.SrcCount > 1) - dst_tmp.GlyphsSet.SetBit(codepoint, true); + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); total_glyphs_count++; } } @@ -366,13 +405,13 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); - IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(int)); - const int* it_begin = src_tmp.GlyphsSet.Storage.begin(); - const int* it_end = src_tmp.GlyphsSet.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 & (1 << bit_n)) + IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32)); + const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin(); + const ImU32* it_end = src_tmp.GlyphsSet.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)) { ImFontBuildSrcGlyphFT src_glyph; memset(&src_glyph, 0, sizeof(src_glyph)); @@ -400,7 +439,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; int buf_bitmap_current_used_bytes = 0; ImVector buf_bitmap_buffers; - buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE)); + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); // 4. Gather glyphs sizes so we can pack them in our virtual canvas. // 8. Render/rasterize font characters into the texture @@ -429,7 +468,6 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); - IM_ASSERT(metrics != NULL); if (metrics == NULL) continue; @@ -442,7 +480,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) { buf_bitmap_current_used_bytes = 0; - buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE)); + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); } // Blit rasterized pixels to our temporary buffer and keep a pointer to it. @@ -464,7 +502,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns if (atlas->TexDesiredWidth > 0) atlas->TexWidth = atlas->TexDesiredWidth; else - atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). @@ -495,7 +533,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); // 8. Copy rasterized font characters back into the main texture @@ -506,14 +544,17 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns if (src_tmp.GlyphsCount == 0) continue; + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + ImFont* dst_font = cfg.DstFont; const float ascent = src_tmp.Font.Info.Ascender; const float descent = src_tmp.Font.Info.Descender; 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); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) @@ -521,6 +562,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; IM_ASSERT(pack_rect.was_packed); + if (pack_rect.w == 0 && pack_rect.h == 0) + continue; GlyphInfo& info = src_glyph.Info; IM_ASSERT(info.Width + padding <= pack_rect.w); @@ -536,14 +579,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns for (int y = info.Height; y > 0; y--, blit_dst += blit_dst_stride, blit_src += blit_src_stride) memcpy(blit_dst, blit_src, blit_src_stride); - float char_advance_x_org = info.AdvanceX; - 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 - float x0 = info.OffsetX + char_off_x; + float x0 = info.OffsetX + font_off_x; float y0 = info.OffsetY + font_off_y; float x1 = x0 + info.Width; float y1 = y0 + info.Height; @@ -551,7 +588,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns float v0 = (ty) / (float)atlas->TexHeight; float u1 = (tx + info.Width) / (float)atlas->TexWidth; float v1 = (ty + info.Height) / (float)atlas->TexHeight; - dst_font->AddGlyph((ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, char_advance_x_mod); + dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX); } src_tmp.Rects = NULL; @@ -559,7 +596,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns // Cleanup for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) - ImGui::MemFree(buf_bitmap_buffers[buf_i]); + IM_FREE(buf_bitmap_buffers[buf_i]); for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) src_tmp_array[src_i].~ImFontBuildSrcDataFT(); @@ -569,8 +606,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns } // Default memory allocators -static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return ImGui::MemAlloc(size); } -static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); ImGui::MemFree(ptr); } +static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } +static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } // Current memory allocators static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc; @@ -614,7 +651,8 @@ static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags) { // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html - FT_MemoryRec_ memory_rec = { 0 }; + FT_MemoryRec_ memory_rec = {}; + memory_rec.user = NULL; memory_rec.alloc = &FreeType_Alloc; memory_rec.free = &FreeType_Free; memory_rec.realloc = &FreeType_Realloc; diff --git a/src/libs/src/imgui/misc/freetype/imgui_freetype.h b/src/libs/src/imgui/misc/freetype/imgui_freetype.h index 9df5780e..619735c4 100644 --- a/src/libs/src/imgui/misc/freetype/imgui_freetype.h +++ b/src/libs/src/imgui/misc/freetype/imgui_freetype.h @@ -1,4 +1,4 @@ -// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui +// dear imgui: wrapper to use FreeType (instead of stb_truetype) // Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype // Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut @@ -24,12 +24,13 @@ namespace ImGuiFreeType LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. Bold = 1 << 5, // Styling: Should we artificially embolden the font? - Oblique = 1 << 6 // Styling: Should we slant the font, emulating italic style? + Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? + Monochrome = 1 << 7 // Disable anti-aliasing. Combine this with MonoHinting for best results! }; IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0); - // By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree(). + // By default ImGuiFreeType will use IM_ALLOC()/IM_FREE(). // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired: 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); } diff --git a/src/libs/src/imgui/misc/natvis/imgui.natvis b/src/libs/src/imgui/misc/natvis/imgui.natvis index cc768bfb..f1082a81 100644 --- a/src/libs/src/imgui/misc/natvis/imgui.natvis +++ b/src/libs/src/imgui/misc/natvis/imgui.natvis @@ -35,5 +35,9 @@ {{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}} + + + {{ID {ID,x} Pos=({Pos.x,g} {Pos.y,g}) Size=({Size.x,g} {Size.y,g}) Parent {(ParentNode==0)?0:ParentNode->ID,x} Childs {(ChildNodes[0] != 0)+(ChildNodes[1] != 0)} Windows {Windows.Size} } + \ No newline at end of file