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authorLukas Matena <lukasmatena@seznam.cz>2021-07-15 11:13:47 +0300
committerLukas Matena <lukasmatena@seznam.cz>2021-07-15 14:17:48 +0300
commit63dfb8f5f292c014408a3eae43fd49633ae29cf3 (patch)
treea629929cc85946dd21afa0eaa1aef98cf979e296 /src/imgui
parent2f24971601fd76fea1f67a596365de6eace02e38 (diff)
Upgraded to ImGUI 1.83
Diffstat (limited to 'src/imgui')
-rw-r--r--src/imgui/CMakeLists.txt1
-rw-r--r--src/imgui/LICENSE.txt2
-rw-r--r--src/imgui/imconfig.h82
-rw-r--r--src/imgui/imgui.cpp6079
-rw-r--r--src/imgui/imgui.h1497
-rw-r--r--src/imgui/imgui_demo.cpp4873
-rw-r--r--src/imgui/imgui_draw.cpp1759
-rw-r--r--src/imgui/imgui_internal.h1933
-rw-r--r--src/imgui/imgui_widgets.cpp3144
-rw-r--r--src/imgui/imstb_textedit.h80
-rw-r--r--src/imgui/imstb_truetype.h8
11 files changed, 12994 insertions, 6464 deletions
diff --git a/src/imgui/CMakeLists.txt b/src/imgui/CMakeLists.txt
index b0c35c29d..50575308d 100644
--- a/src/imgui/CMakeLists.txt
+++ b/src/imgui/CMakeLists.txt
@@ -8,6 +8,7 @@ add_library(imgui STATIC
imstb_rectpack.h
imstb_textedit.h
imstb_truetype.h
+ imgui_tables.cpp
imgui.cpp
imgui_demo.cpp
imgui_draw.cpp
diff --git a/src/imgui/LICENSE.txt b/src/imgui/LICENSE.txt
index 21b6ee7e2..780533dcb 100644
--- a/src/imgui/LICENSE.txt
+++ b/src/imgui/LICENSE.txt
@@ -1,6 +1,6 @@
The MIT License (MIT)
-Copyright (c) 2014-2018 Omar Cornut
+Copyright (c) 2014-2021 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/imgui/imconfig.h b/src/imgui/imconfig.h
index 1ee719288..ce60ddf48 100644
--- a/src/imgui/imconfig.h
+++ b/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 Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h)
-// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
-// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include
-// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
+// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
+// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
+//-----------------------------------------------------------------------------
+// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
+// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
@@ -19,27 +20,30 @@
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
-// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
+// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
+// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
+// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-//---- Disable all of Dear ImGui or don't implement standard 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.
+//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
+//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
+//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger 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_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
+//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. (imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', 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_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
+//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//---- Include imgui_user.h at the end of imgui.h as a convenience
@@ -48,17 +52,29 @@
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
+//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
+//#define IMGUI_USE_WCHAR32
+
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
-// By default the embedded implementations are declared static and not available outside of imgui cpp files.
+// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_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.
+//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
+// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
// #define IMGUI_USE_STB_SPRINTF
+//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
+// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
+// On Windows you may use vcpkg with 'vcpkg install freetype' + 'vcpkg integrate install'.
+//#define IMGUI_ENABLE_FREETYPE
+
+//---- Use stb_truetype to build and rasterize the font atlas (default)
+// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
+//#define IMGUI_ENABLE_STB_TRUETYPE
+
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
@@ -72,12 +88,12 @@
*/
//---- 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).
+// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
-//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly)
+//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
@@ -97,35 +113,9 @@
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
-
+/*
namespace ImGui
{
- // Special ASCII character is used here as markup symbols for tokens to be highlighted as a for hovered item
- const char ColorMarkerHovered = 0x1; // STX
-
- // Special ASCII characters STX and ETX are used here as markup symbols for tokens to be highlighted.
- const char ColorMarkerStart = 0x2; // STX
- const char ColorMarkerEnd = 0x3; // ETX
-
- // Special ASCII characters are used here as an ikons markers
- const char PrintIconMarker = 0x4;
- const char PrinterIconMarker = 0x5;
- const char PrinterSlaIconMarker = 0x6;
- const char FilamentIconMarker = 0x7;
- const char MaterialIconMarker = 0x8;
- const char CloseNotifButton = 0xB;
- const char CloseNotifHoverButton = 0xC;
-// const char TimerDotMarker = 0xE;
-// const char TimerDotEmptyMarker = 0xF;
- const char MinimalizeButton = 0xE;
- const char MinimalizeHoverButton = 0xF;
- const char WarningMarker = 0x10;
- const char ErrorMarker = 0x11;
- const char EjectButton = 0x12;
- const char EjectHoverButton = 0x13;
- const char CancelButton = 0x14;
- const char CancelHoverButton = 0x15;
-// void MyFunction(const char* name, const MyMatrix44& v);
-
+ void MyFunction(const char* name, const MyMatrix44& v);
}
-
+*/
diff --git a/src/imgui/imgui.cpp b/src/imgui/imgui.cpp
index 1b78dd83c..d08f819c2 100644
--- a/src/imgui/imgui.cpp
+++ b/src/imgui/imgui.cpp
@@ -1,24 +1,26 @@
-// dear imgui, v1.75
+// dear imgui, v1.83
// (main code and documentation)
// Help:
// - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
-// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
+// - 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/2847 (please post your screenshots/video there!)
+// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!)
+// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
-// - Wiki https://github.com/ocornut/imgui/wiki
// - Issues & support https://github.com/ocornut/imgui/issues
+// - Discussions https://github.com/ocornut/imgui/discussions
// 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 development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org".
+// This library is free but needs your support to sustain development and maintenance.
+// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
// Individuals: you can support continued development via donations. See docs/README or web page.
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
@@ -39,7 +41,7 @@ DOCUMENTATION
- 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 (2 variations)
+ - 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!)
@@ -49,9 +51,10 @@ DOCUMENTATION
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] 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)
@@ -61,9 +64,11 @@ CODE
// [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
@@ -71,8 +76,9 @@ CODE
// [SECTION] DRAG AND DROP
// [SECTION] LOGGING/CAPTURING
// [SECTION] SETTINGS
+// [SECTION] VIEWPORTS
// [SECTION] PLATFORM DEPENDENT HELPERS
-// [SECTION] METRICS/DEBUG WINDOW
+// [SECTION] METRICS/DEBUGGER WINDOW
*/
@@ -88,14 +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.
@@ -121,7 +126,7 @@ CODE
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
- General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
- - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW
+ - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets
PROGRAMMER GUIDE
@@ -129,17 +134,17 @@ CODE
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.
+ - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
+ - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
+ destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
- Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
- You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md.
+ You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
- Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
- For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,
+ For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
- - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
+ - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
- This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
- Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
If you get an assert, read the messages and comments around the assert.
@@ -149,33 +154,39 @@ CODE
However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
+
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
----------------------------------------------
- - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
- - Or maintain your own branch where you have imconfig.h modified.
+ - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
+ - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
+ - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
likely be a comment about it. Please report any issue to the GitHub page!
- - Try to keep your copy of dear imgui reasonably up to date.
+ - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
+ - Try to keep your copy of Dear ImGui reasonably up to date.
+
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
---------------------------------------------------------------
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder.
- - Add the Dear ImGui source files to your projects or using your preferred build system.
- It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL).
+ - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
+ - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
+ It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
- You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
- Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
- phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render().
- - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
+ phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
+ - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
+
HOW A SIMPLE APPLICATION MAY LOOK LIKE
--------------------------------------
- EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
+ EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
+ The sub-folders in examples/ contain examples applications following this structure.
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
@@ -184,7 +195,7 @@ 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.cpp and imgui_impl_dx11.cpp)
+ // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -210,7 +221,7 @@ CODE
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
- EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
+ EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
@@ -225,17 +236,17 @@ CODE
unsigned char* pixels = NULL;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- // At this point you've got the texture data and you need to upload that your your graphic system:
+ // At this point you've got the texture data and you need to upload that to your graphic system:
// After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
// This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
- io.Fonts->TexID = (void*)texture;
+ io.Fonts->SetTexID((void*)texture);
// Application main loop
while (true)
{
// Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
- // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings)
+ // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
io.DisplaySize.x = 1920.0f; // set the current display width
io.DisplaySize.y = 1280.0f; // set the current display height here
@@ -244,7 +255,7 @@ 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 Dear ImGui everywhere)
+ // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
ImGui::NewFrame();
// Most of your application code here
@@ -264,8 +275,15 @@ CODE
// Shutdown
ImGui::DestroyContext();
+ To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
+ you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ Please read the FAQ and example applications for details about this!
+
+
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
---------------------------------------------
+ The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
+
void void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
@@ -286,17 +304,18 @@ CODE
}
else
{
- // The texture for the draw call is specified by pcmd->TextureId.
+ // The texture for the draw call is specified by pcmd->GetTexID().
// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
- MyEngineBindTexture((MyTexture*)pcmd->TextureId);
+ MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
- // We are using scissoring to clip some objects. All low-level graphics API should supports it.
+ // We are using scissoring to clip some objects. All low-level graphics API should support it.
// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
// (some elements visible outside their bounds) but you can fix that once everything else works!
- // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
- // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
- // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github),
- // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
+ // - Clipping coordinates are provided in imgui coordinates space:
+ // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
+ // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
+ // - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
+ // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
ImVec2 pos = draw_data->DisplayPos;
MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
@@ -310,11 +329,6 @@ 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 Dear ImGui.
- - Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues!
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
------------------------------------------
@@ -337,9 +351,9 @@ CODE
Note that io.NavInputs[] is cleared by EndFrame().
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
+ - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW.
+ - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets
- If you need to share inputs between your game and the 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.
- Mouse:
@@ -348,8 +362,8 @@ CODE
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
- When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
- (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
+ When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
+ (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!)
(In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
to set a boolean to ignore your other external mouse positions until the external source is moved again.)
@@ -359,11 +373,78 @@ CODE
Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
- When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
+ When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
+ - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
+ - if you are using official backends from the source tree: you have nothing to do.
+ - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
+ - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
+ - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft
+ - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
+ - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc.
+ flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
+ breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
+ - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
+ - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
+ - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
+ - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
+ this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
+ the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
+ legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
+ - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
+ - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY()
+ - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
+ - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
+ - 2021/02/22 (1.82) - win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
+ - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
+ - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
+ - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
+ - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
+ - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
+ - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
+ - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
+ - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
+ - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
+ - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
+ - ImGuiInputTextCallback -> use ImGuiTextEditCallback
+ - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
+ - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
+ - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
+ - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
+ - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
+ - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
+ - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
+ - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
+ - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
+ - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
+ - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
+ - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
+ - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
+ - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
+ - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
+ - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
+ - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
+ - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
+ - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
+ - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
+ - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
+ - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
+ replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
+ worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
+ - if you omitted the 'power' parameter (likely!), you are not affected.
+ - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
+ - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
+ see https://github.com/ocornut/imgui/issues/3361 for all details.
+ kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
+ for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
+ - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
+ - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
+ - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
+ - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
+ - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
- 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
- - 2019/12/17 (1.75) - 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.
+ - 2019/12/17 (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()
@@ -375,7 +456,7 @@ CODE
- 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.
+ - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
- 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
- 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
- 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
@@ -403,7 +484,7 @@ CODE
- 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
- 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
- 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
- - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
+ - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
- 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
- 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
- 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
@@ -424,10 +505,10 @@ CODE
- 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
- 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
- old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports.
- when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
- in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
+ - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
+ old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
+ when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
+ in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
@@ -437,7 +518,7 @@ CODE
- 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
consistent with other functions. Kept redirection functions (will obsolete).
- 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
- - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
+ - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
- 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
- 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
- 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
@@ -481,7 +562,7 @@ CODE
- 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
- 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
- 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
- - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
+ - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
- 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
- renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
- renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
@@ -494,16 +575,16 @@ CODE
- 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
- 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
- changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
- - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))'
+ - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
- 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
- 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
- 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
- - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
+ - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
- 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
- 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
- - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
+ - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
- If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, 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.
+ If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
@@ -511,7 +592,7 @@ CODE
- 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
- 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
- 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
- - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337).
+ - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
- 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
- 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
- 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
@@ -528,7 +609,7 @@ CODE
you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
- 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
- - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
+ - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
- the signature of the io.RenderDrawListsFn handler has changed!
old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
@@ -542,7 +623,7 @@ CODE
- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
- - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
+ - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
- 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
- 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
- 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
@@ -566,9 +647,9 @@ CODE
- 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
- 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
- old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
- - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier;
+ - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
- - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
+ - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
- 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
- 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
- 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
@@ -587,14 +668,17 @@ CODE
FREQUENTLY ASKED QUESTIONS (FAQ)
================================
- Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
+ Read all answers online:
+ https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
+ Read all answers locally (with a text editor or ideally a Markdown viewer):
+ docs/FAQ.md
Some answers are copied down here to facilitate searching in code.
Q&A: Basics
===========
Q: Where is the documentation?
- A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
+ A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
- Run the examples/ and explore them.
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
@@ -604,148 +688,37 @@ CODE
- The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
- The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
- Your programming IDE is your friend, find the type or function declaration to find comments
- associated to it.
+ associated with it.
Q: What is this library called?
Q: Which version should I get?
>> This library is called "Dear ImGui", please don't call it "ImGui" :)
- >> See https://www.dearimgui.org/faq
+ >> See https://www.dearimgui.org/faq for details.
Q&A: Integration
================
- Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
+ Q: How to get started?
+ A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
+
+ Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
- >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this.
+ >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.
Q. How can I enable keyboard controls?
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
- Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
- 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 little squares are showing instead of text...
+ Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
+ Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
>> See https://www.dearimgui.org/faq
Q&A: Usage
----------
- Q: Why are multiple widgets reacting when I interact with a single one?
- Q: How can I have multiple widgets with the same label or with an empty label?
- A: A primer on labels and the ID Stack...
-
- Dear ImGui internally need to uniquely identify UI elements.
- Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
- Interactive widgets (such as calls to Button buttons) need a unique ID.
- Unique ID are used internally to track active widgets and occasionally associate state to widgets.
- Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
-
- - Unique ID are often derived from a string label:
-
- Button("OK"); // Label = "OK", ID = hash of (..., "OK")
- Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
-
- - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
- two buttons labeled "OK" in different windows or different tree locations is fine.
- We used "..." above to signify whatever was already pushed to the ID stack previously:
-
- Begin("MyWindow");
- Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
- End();
- Begin("MyOtherWindow");
- Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
- End();
-
- - If you have a same ID twice in the same location, you'll have a conflict:
-
- Button("OK");
- Button("OK"); // ID collision! Interacting with either button will trigger the first one.
-
- Fear not! this is easy to solve and there are many ways to solve it!
-
- - Solving ID conflict in a simple/local context:
- When passing a label you can optionally specify extra ID information within string itself.
- Use "##" to pass a complement to the ID that won't be visible to the end-user.
- This helps solving the simple collision cases when you know e.g. at compilation time which items
- are going to be created:
-
- Begin("MyWindow");
- Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
- Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
- Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
- End();
-
- - If you want to completely hide the label, but still need an ID:
-
- Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
-
- - Occasionally/rarely you might want change a label while preserving a constant ID. This allows
- you to animate labels. For example you may want to include varying information in a window title bar,
- but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
-
- Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
- Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different
-
- sprintf(buf, "My game (%f FPS)###MyGame", fps);
- Begin(buf); // Variable title, ID = hash of "MyGame"
-
- - Solving ID conflict in a more general manner:
- Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
- within the same window. This is the most convenient way of distinguishing ID when iterating and
- creating many UI elements programmatically.
- You can push a pointer, a string or an integer value into the ID stack.
- Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
- At each level of the stack we store the seed used for items at this level of the ID stack.
-
- Begin("Window");
- for (int i = 0; i < 100; i++)
- {
- PushID(i); // Push i to the id tack
- Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
- PopID();
- }
- for (int i = 0; i < 100; i++)
- {
- MyObject* obj = Objects[i];
- PushID(obj);
- Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
- PopID();
- }
- for (int i = 0; i < 100; i++)
- {
- MyObject* obj = Objects[i];
- PushID(obj->Name);
- Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
- PopID();
- }
- End();
-
- - You can stack multiple prefixes into the ID stack:
-
- Button("Click"); // Label = "Click", ID = hash of (..., "Click")
- PushID("node");
- Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
- PushID(my_ptr);
- Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
- PopID();
- PopID();
-
- - Tree nodes implicitly creates a scope for you by calling PushID().
-
- Button("Click"); // Label = "Click", ID = hash of (..., "Click")
- if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
- {
- Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
- TreePop();
- }
-
- - When working with trees, ID are used to preserve the open/close state of each tree node.
- Depending on your use cases you may want to use strings, indices or pointers as ID.
- e.g. when following a single pointer that may change over time, using a static string as ID
- will preserve your node open/closed state when the targeted object change.
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
- node open/closed state differently. See what makes more sense in your situation!
-
+ Q: 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?
- >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
-
Q: How can I use my own math types instead of ImVec2/ImVec4?
Q: How can I interact with standard C++ types (such as std::string and std::vector)?
Q: How can I display custom shapes? (using low-level ImDrawList API)
@@ -754,11 +727,12 @@ CODE
Q&A: Fonts, Text
================
+ Q: How should I handle DPI in my application?
Q: How can I load a different font than the default?
Q: How can I easily use icons in my application?
Q: How can I load multiple fonts?
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
- >> See https://www.dearimgui.org/faq and docs/FONTS.txt
+ >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
Q&A: Concerns
=============
@@ -773,19 +747,23 @@ CODE
==============
Q: How can I help?
- A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui!
+ A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
- This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
+ 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
+ - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
- You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/2847). 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).
+ You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
+ But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
+ - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
*/
+//-------------------------------------------------------------------------
+// [SECTION] INCLUDES
+//-------------------------------------------------------------------------
+
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
@@ -798,6 +776,7 @@ CODE
#endif
#include "imgui_internal.h"
+// System includes
#include <ctype.h> // toupper
#include <stdio.h> // vsnprintf, sscanf, printf
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
@@ -806,37 +785,62 @@ CODE
#include <stdint.h> // intptr_t
#endif
-// Debug options
-#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
-#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
-#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
+// [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 <Windows.h> // _wfopen, OpenClipboard
+#else
+#include <windows.h>
+#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 <TargetConditionals.h>
+#endif
// Visual Studio warnings
#ifdef _MSC_VER
-#pragma warning (disable: 4127) // condition expression is constant
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
-#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
-#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
+#pragma warning (disable: 4127) // condition expression is constant
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
#endif
+#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
-#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
-#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
-#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
-#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
-#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is.
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
-#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
-#endif
-#if __has_warning("-Wdouble-promotion")
-#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__)
// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
@@ -850,14 +854,19 @@ CODE
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
+// Debug options
+#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
+#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
+#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
+
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
-// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
-static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow().
+// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
+static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
-static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certaint time, unless mouse moved.
+static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
@@ -865,17 +874,17 @@ static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock
static void SetCurrentWindow(ImGuiWindow* window);
static void FindHoveredWindow();
-static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
-static 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<ImDrawList*>* out_list, ImDrawList* draw_list);
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
-static ImRect GetViewportRect();
-
// Settings
+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
@@ -890,55 +899,70 @@ static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay();
static void NavUpdateMoveResult();
+static void NavUpdateInitResult();
static float NavUpdatePageUpPageDown();
static inline void NavUpdateAnyRequestFlag();
-static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand);
+static void NavEndFrame();
+static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand);
+static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel);
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
static ImVec2 NavCalcPreferredRefPos();
static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
+static void NavRestoreLayer(ImGuiNavLayer layer);
static int FindWindowFocusIndex(ImGuiWindow* window);
// Error Checking
-static void ErrorCheckEndFrame();
-static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write);
+static void ErrorCheckNewFrameSanityChecks();
+static void ErrorCheckEndFrameSanityChecks();
// Misc
+static void UpdateSettings();
static void UpdateMouseInputs();
static void UpdateMouseWheel();
-static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
+static void 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, 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);
+// Viewports
+static void UpdateViewportsNewFrame();
+
}
//-----------------------------------------------------------------------------
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
//-----------------------------------------------------------------------------
+// DLL users:
+// - Heaps and globals are not shared across DLL boundaries!
+// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
+// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
+// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
+// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
+
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
-// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
-// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call
-// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading.
-// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into.
-// 2) Important: Dear ImGui functions are not thread-safe because of this pointer.
-// If you want thread-safety to allow N threads to access N different contexts, you can:
-// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h:
-// struct ImGuiContext;
-// extern thread_local ImGuiContext* MyImGuiTLS;
-// #define GImGui MyImGuiTLS
-// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
-// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
-// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace.
+// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
+// Change to a different context by calling ImGui::SetCurrentContext().
+// - Important: Dear ImGui functions are not thread-safe because of this pointer.
+// If you want thread-safety to allow N threads to access N different contexts:
+// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
+// struct ImGuiContext;
+// extern thread_local ImGuiContext* MyImGuiTLS;
+// #define GImGui MyImGuiTLS
+// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
+// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
+// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
+// - DLL users: read comments above.
#ifndef GImGui
ImGuiContext* GImGui = NULL;
#endif
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
-// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.
-// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
+// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
+// - DLL users: read comments above.
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
@@ -946,20 +970,19 @@ static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_d
static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
#endif
-
-static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper;
-static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper;
-static void* GImAllocatorUserData = NULL;
+static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper;
+static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper;
+static void* GImAllocatorUserData = NULL;
//-----------------------------------------------------------------------------
-// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
//-----------------------------------------------------------------------------
ImGuiStyle::ImGuiStyle()
{
Alpha = 1.0f; // Global alpha applies to everything in ImGui
WindowPadding = ImVec2(8,8); // Padding within a window
- WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
+ WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
WindowMinSize = ImVec2(32,32); // Minimum window size
WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
@@ -973,6 +996,7 @@ ImGuiStyle::ImGuiStyle()
FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+ CellPadding = ImVec2(4,2); // Padding within a table cell
TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
@@ -980,18 +1004,21 @@ ImGuiStyle::ImGuiStyle()
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.
- SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text.
+ SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
- AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
- AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
+ AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
+ AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
+ 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.
+ CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
// Default theme
ImGui::StyleColorsDark(this);
@@ -1010,6 +1037,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
FrameRounding = ImFloor(FrameRounding * scale_factor);
ItemSpacing = ImFloor(ItemSpacing * scale_factor);
ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
+ CellPadding = ImFloor(CellPadding * scale_factor);
TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
IndentSpacing = ImFloor(IndentSpacing * scale_factor);
ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
@@ -1017,7 +1045,9 @@ 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);
@@ -1033,7 +1063,7 @@ ImGuiIO::ImGuiIO()
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";
@@ -1061,7 +1091,7 @@ ImGuiIO::ImGuiIO()
ConfigInputTextCursorBlink = true;
ConfigWindowsResizeFromEdges = true;
ConfigWindowsMoveFromTitleBarOnly = false;
- ConfigWindowsMemoryCompactTimer = 60.0f;
+ ConfigMemoryCompactTimer = 60.0f;
// Platform Functions
BackendPlatformName = BackendRendererName = NULL;
@@ -1072,10 +1102,6 @@ ImGuiIO::ImGuiIO()
ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
ImeWindowHandle = NULL;
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- RenderDrawListsFn = NULL;
-#endif
-
// Input (NB: we already have memset zero the entire structure!)
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
@@ -1090,8 +1116,44 @@ ImGuiIO::ImGuiIO()
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
void ImGuiIO::AddInputCharacter(unsigned int c)
{
- if (c > 0 && c <= IM_UNICODE_CODEPOINT_MAX)
- InputQueueCharacters.push_back((ImWchar)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)
+{
+ 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
+ cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
+#else
+ cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
+#endif
+ }
+
+ InputQueueSurrogate = 0;
+ }
+ InputQueueCharacters.push_back(cp);
}
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
@@ -1100,7 +1162,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
{
unsigned int c = 0;
utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
- if (c > 0 && c <= IM_UNICODE_CODEPOINT_MAX)
+ if (c != 0)
InputQueueCharacters.push_back((ImWchar)c);
}
}
@@ -1114,16 +1176,16 @@ void ImGuiIO::ClearInputCharacters()
// [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)
+ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
{
- IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()
+ IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
ImVec2 p_last = p1;
ImVec2 p_closest;
float p_closest_dist2 = FLT_MAX;
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
{
- ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step);
+ ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
float dist2 = ImLengthSqr(p - p_line);
if (dist2 < p_closest_dist2)
@@ -1137,7 +1199,7 @@ ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3
}
// 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)
+static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
float dx = x4 - x1;
float dy = y4 - y1;
@@ -1145,7 +1207,7 @@ static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest,
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))
{
ImVec2 p_current(x4, y4);
ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
@@ -1159,26 +1221,26 @@ static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest,
}
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);
+ float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
+ float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
+ float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
+ float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
+ float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
+ float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
+ ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+ ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
}
}
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
-ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
+ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
{
IM_ASSERT(tess_tol > 0.0f);
ImVec2 p_last = p1;
ImVec2 p_closest;
float p_closest_dist2 = FLT_MAX;
- 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);
+ ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
return p_closest;
}
@@ -1430,7 +1492,7 @@ static const ImU32 GCrc32LookupTable[256] =
// Known size hash
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
-ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
+ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
{
ImU32 crc = ~seed;
const unsigned char* data = (const unsigned char*)data_p;
@@ -1446,7 +1508,7 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
// - If we reach ### in the string we discard the hash so far and reset to the seed.
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
-ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
+ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
{
seed = ~seed;
ImU32 crc = seed;
@@ -1480,17 +1542,19 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
// Default file functions
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+
ImFileHandle ImFileOpen(const char* filename, const char* mode)
{
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
- const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
- const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
+ // 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<ImWchar> 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
@@ -1505,6 +1569,7 @@ ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)
// Helper: Load file content into memory
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
+// This can't really be used with "rt" because fseek size won't match read size.
void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
{
IM_ASSERT(filename && mode);
@@ -1549,78 +1614,71 @@ void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_f
//-----------------------------------------------------------------------------
// Convert UTF-8 to 32-bit character, process single character input.
-// Based on stb_from_utf8() from github.com/nothings/stb/
+// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
// We handle UTF-8 decoding error by skipping forward.
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
{
- unsigned int c = (unsigned int)-1;
- const unsigned char* str = (const unsigned char*)in_text;
- if (!(*str & 0x80))
- {
- c = (unsigned int)(*str++);
- *out_char = c;
- return 1;
- }
- if ((*str & 0xe0) == 0xc0)
- {
- *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);
- if ((*str & 0xc0) != 0x80) return 2;
- c += (*str++ & 0x3f);
- *out_char = c;
- return 2;
- }
- if ((*str & 0xf0) == 0xe0)
- {
- *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
- c = (unsigned int)((*str++ & 0x0f) << 12);
- if ((*str & 0xc0) != 0x80) return 3;
- c += (unsigned int)((*str++ & 0x3f) << 6);
- if ((*str & 0xc0) != 0x80) return 3;
- c += (*str++ & 0x3f);
- *out_char = c;
- return 3;
- }
- if ((*str & 0xf8) == 0xf0)
- {
- *out_char = 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;
- if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
- c = (unsigned int)((*str++ & 0x07) << 18);
- if ((*str & 0xc0) != 0x80) return 4;
- c += (unsigned int)((*str++ & 0x3f) << 12);
- if ((*str & 0xc0) != 0x80) return 4;
- c += (unsigned int)((*str++ & 0x3f) << 6);
- if ((*str & 0xc0) != 0x80) return 4;
- c += (*str++ & 0x3f);
- // utf-8 encodings of values used in surrogate pairs are invalid
- if ((c & 0xFFFFF800) == 0xD800) return 4;
- *out_char = c;
- return 4;
- }
- *out_char = 0;
- return 0;
+ static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
+ static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
+ static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
+ static const int shiftc[] = { 0, 18, 12, 6, 0 };
+ static const int shifte[] = { 0, 6, 4, 2, 0 };
+ int len = lengths[*(const unsigned char*)in_text >> 3];
+ int wanted = len + !len;
+
+ if (in_text_end == NULL)
+ in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
+
+ // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
+ // so it is fast even with excessive branching.
+ unsigned char s[4];
+ s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
+ s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
+ s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
+ s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
+
+ // Assume a four-byte character and load four bytes. Unused bits are shifted out.
+ *out_char = (uint32_t)(s[0] & masks[len]) << 18;
+ *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
+ *out_char |= (uint32_t)(s[2] & 0x3f) << 6;
+ *out_char |= (uint32_t)(s[3] & 0x3f) << 0;
+ *out_char >>= shiftc[len];
+
+ // Accumulate the various error conditions.
+ int e = 0;
+ e = (*out_char < mins[len]) << 6; // non-canonical encoding
+ e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half?
+ e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range?
+ e |= (s[1] & 0xc0) >> 2;
+ e |= (s[2] & 0xc0) >> 4;
+ e |= (s[3] ) >> 6;
+ e ^= 0x2a; // top two bits of each tail byte correct?
+ e >>= shifte[len];
+
+ if (e)
+ {
+ // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
+ // One byte is consumed in case of invalid first byte of in_text.
+ // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
+ // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
+ wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
+ *out_char = IM_UNICODE_CODEPOINT_INVALID;
+ }
+
+ return wanted;
}
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
{
ImWchar* buf_out = buf;
ImWchar* buf_end = buf + buf_size;
- while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
+ 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 <= IM_UNICODE_CODEPOINT_MAX) // 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)
@@ -1637,8 +1695,7 @@ 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 <= IM_UNICODE_CODEPOINT_MAX)
- char_count++;
+ char_count++;
}
return char_count;
}
@@ -1658,11 +1715,15 @@ 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));
@@ -1671,29 +1732,23 @@ 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;
}
@@ -1701,13 +1756,13 @@ 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);
@@ -1728,13 +1783,22 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
}
//-----------------------------------------------------------------------------
-// [SECTION] MISC HELPERS/UTILTIES (Color functions)
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// Note: The Convert functions are early design which are not consistent with other API.
//-----------------------------------------------------------------------------
+IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
+{
+ float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
+ int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
+ int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
+ int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
+ return IM_COL32(r, g, b, 0xFF);
+}
+
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
{
- float s = 1.0f/255.0f;
+ float s = 1.0f / 255.0f;
return ImVec4(
((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
@@ -1785,7 +1849,7 @@ 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);
@@ -2002,7 +2066,7 @@ void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRa
void ImGuiTextFilter::Build()
{
Filters.resize(0);
- ImGuiTextRange input_range(InputBuf, InputBuf+strlen(InputBuf));
+ ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
input_range.split(',', &Filters);
CountGrep = 0;
@@ -2129,6 +2193,14 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
//-----------------------------------------------------------------------------
+// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
+// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
+static bool GetSkipItemForListClipping()
+{
+ ImGuiContext& g = *GImGui;
+ return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
+}
+
// 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
@@ -2143,7 +2215,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
*out_items_display_end = items_count;
return;
}
- if (window->SkipItems)
+ if (GetSkipItemForListClipping())
{
*out_items_display_start = *out_items_display_end = 0;
return;
@@ -2152,7 +2224,9 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
// 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);
+ 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);
@@ -2170,50 +2244,71 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
*out_items_display_end = end;
}
-static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
+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.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
+ float off_y = pos_y - window->DC.CursorPos.y;
window->DC.CursorPos.y = pos_y;
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
- if (ImGuiColumns* columns = window->DC.CurrentColumns)
+ if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
+ if (ImGuiTable* table = g.CurrentTable)
+ {
+ if (table->IsInsideRow)
+ ImGui::TableEndRow(table);
+ table->RowPosY2 = window->DC.CursorPos.y;
+ const int row_increase = (int)((off_y / line_height) + 0.5f);
+ //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
+ table->RowBgColorCounter += row_increase;
+ }
+}
+
+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)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
+ if (ImGuiTable* table = g.CurrentTable)
+ if (table->IsInsideRow)
+ ImGui::TableEndRow(table);
+
StartPosY = window->DC.CursorPos.y;
ItemsHeight = items_height;
- ItemsCount = count;
+ ItemsCount = items_count;
+ ItemsFrozen = 0;
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 - ItemsFrozen) * ItemsHeight, ItemsHeight);
ItemsCount = -1;
StepNo = 3;
}
@@ -2223,47 +2318,114 @@ bool ImGuiListClipper::Step()
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- if (ItemsCount == 0 || window->SkipItems)
+ ImGuiTable* table = g.CurrentTable;
+ if (table && table->IsInsideRow)
+ ImGui::TableEndRow(table);
+
+ // No items
+ if (ItemsCount == 0 || GetSkipItemForListClipping())
{
- 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;
+ // While we are in frozen row state, keep displaying items one by one, unclipped
+ // FIXME: Could be stored as a table-agnostic state.
+ if (table != NULL && !table->IsUnfrozenRows)
+ {
+ DisplayStart = ItemsFrozen;
+ DisplayEnd = ItemsFrozen + 1;
+ ItemsFrozen++;
+ return true;
+ }
+
StartPosY = window->DC.CursorPos.y;
- StepNo = 1;
- return true;
+ if (ItemsHeight <= 0.0f)
+ {
+ // Submit the first item so we can measure its height (generally it is 0..1)
+ DisplayStart = ItemsFrozen;
+ DisplayEnd = ItemsFrozen + 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 = window->DC.CursorPos.y - StartPosY;
- IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically
- Begin(ItemsCount - 1, items_height);
- DisplayStart++;
- DisplayEnd++;
- StepNo = 3;
- return true;
+ IM_ASSERT(ItemsHeight <= 0.0f);
+ if (table)
+ {
+ const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row
+ const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell.
+ ItemsHeight = pos_y2 - pos_y1;
+ window->DC.CursorPos.y = pos_y2;
+ }
+ else
+ {
+ 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;
+ }
+
+ // Reached end of list
+ if (DisplayEnd >= ItemsCount)
+ {
+ End();
+ return false;
}
- 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 - ItemsFrozen) * 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();
+
+ // 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 - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor
+ ItemsCount = -1;
+ return false;
+ }
+
+ IM_ASSERT(0);
return false;
}
//-----------------------------------------------------------------------------
-// [SECTION] RENDER HELPERS
-// Some of 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.
+// [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;
@@ -2296,6 +2458,197 @@ ImU32 ImGui::GetColorU32(ImU32 col)
return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
}
+// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
+void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiColorMod backup;
+ backup.Col = idx;
+ backup.BackupValue = g.Style.Colors[idx];
+ g.ColorStack.push_back(backup);
+ g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
+}
+
+void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiColorMod backup;
+ backup.Col = idx;
+ backup.BackupValue = g.Style.Colors[idx];
+ g.ColorStack.push_back(backup);
+ g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+ ImGuiContext& g = *GImGui;
+ while (count > 0)
+ {
+ ImGuiColorMod& backup = g.ColorStack.back();
+ g.Style.Colors[backup.Col] = backup.BackupValue;
+ g.ColorStack.pop_back();
+ count--;
+ }
+}
+
+struct ImGuiStyleVarInfo
+{
+ ImGuiDataType Type;
+ ImU32 Count;
+ ImU32 Offset;
+ void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
+};
+
+static const ImGuiStyleVarInfo GStyleVarInfo[] =
+{
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
+};
+
+static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
+{
+ IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
+ IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
+ return &GStyleVarInfo[idx];
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
+{
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
+ {
+ ImGuiContext& g = *GImGui;
+ float* pvar = (float*)var_info->GetVarPtr(&g.Style);
+ g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+ *pvar = val;
+ return;
+ }
+ IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!");
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
+{
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
+ {
+ ImGuiContext& g = *GImGui;
+ ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+ g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+ *pvar = val;
+ return;
+ }
+ IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!");
+}
+
+void ImGui::PopStyleVar(int count)
+{
+ ImGuiContext& g = *GImGui;
+ while (count > 0)
+ {
+ // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
+ ImGuiStyleMod& backup = g.StyleVarStack.back();
+ const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);
+ void* data = info->GetVarPtr(&g.Style);
+ if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
+ else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
+ g.StyleVarStack.pop_back();
+ count--;
+ }
+}
+
+const char* ImGui::GetStyleColorName(ImGuiCol idx)
+{
+ // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
+ switch (idx)
+ {
+ case ImGuiCol_Text: return "Text";
+ case ImGuiCol_TextDisabled: return "TextDisabled";
+ case ImGuiCol_WindowBg: return "WindowBg";
+ case ImGuiCol_ChildBg: return "ChildBg";
+ case ImGuiCol_PopupBg: return "PopupBg";
+ case ImGuiCol_Border: return "Border";
+ case ImGuiCol_BorderShadow: return "BorderShadow";
+ case ImGuiCol_FrameBg: return "FrameBg";
+ case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
+ case ImGuiCol_FrameBgActive: return "FrameBgActive";
+ case ImGuiCol_TitleBg: return "TitleBg";
+ case ImGuiCol_TitleBgActive: return "TitleBgActive";
+ case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
+ case ImGuiCol_MenuBarBg: return "MenuBarBg";
+ case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
+ case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
+ case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
+ case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
+ case ImGuiCol_CheckMark: return "CheckMark";
+ case ImGuiCol_SliderGrab: return "SliderGrab";
+ case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
+ case ImGuiCol_Button: return "Button";
+ case ImGuiCol_ButtonHovered: return "ButtonHovered";
+ case ImGuiCol_ButtonActive: return "ButtonActive";
+ case ImGuiCol_Header: return "Header";
+ case ImGuiCol_HeaderHovered: return "HeaderHovered";
+ case ImGuiCol_HeaderActive: return "HeaderActive";
+ case ImGuiCol_Separator: return "Separator";
+ case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
+ case ImGuiCol_SeparatorActive: return "SeparatorActive";
+ case ImGuiCol_ResizeGrip: return "ResizeGrip";
+ case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
+ case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+ case ImGuiCol_Tab: return "Tab";
+ case ImGuiCol_TabHovered: return "TabHovered";
+ case ImGuiCol_TabActive: return "TabActive";
+ case ImGuiCol_TabUnfocused: return "TabUnfocused";
+ case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
+ case ImGuiCol_PlotLines: return "PlotLines";
+ case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
+ case ImGuiCol_PlotHistogram: return "PlotHistogram";
+ case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
+ case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
+ case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
+ case ImGuiCol_TableBorderLight: return "TableBorderLight";
+ case ImGuiCol_TableRowBg: return "TableRowBg";
+ case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
+ case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
+ case ImGuiCol_DragDropTarget: return "DragDropTarget";
+ case ImGuiCol_NavHighlight: return "NavHighlight";
+ case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
+ case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
+ case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
+ }
+ IM_ASSERT(0);
+ return "Unknown";
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] RENDER HELPERS
+// 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)
{
const char* text_display_end = text;
@@ -2486,8 +2839,8 @@ void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border,
const float border_size = g.Style.FrameBorderSize;
if (border && border_size > 0.0f)
{
- window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
- window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+ window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
}
}
@@ -2498,64 +2851,9 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
const float border_size = g.Style.FrameBorderSize;
if (border_size > 0.0f)
{
- window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
- window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
- }
-}
-
-// 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;
+ window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
}
- draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
-}
-
-void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
-{
- draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
-}
-
-void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- float thickness = ImMax(sz / 5.0f, 1.0f);
- sz -= thickness*0.5f;
- pos += ImVec2(thickness*0.25f, thickness*0.25f);
-
- float third = sz / 3.0f;
- float bx = pos.x + third;
- float by = pos.y + sz - third*0.5f;
- window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
- window->DrawList->PathLineTo(ImVec2(bx, by));
- window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
- window->DrawList->PathStroke(col, false, thickness);
}
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
@@ -2576,17 +2874,17 @@ 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, 0, THICKNESS);
if (!fully_visible)
window->DrawList->PopClipRect();
}
if (flags & ImGuiNavHighlightFlags_TypeThin)
{
- window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f);
+ window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
}
}
@@ -2595,70 +2893,27 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
//-----------------------------------------------------------------------------
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
-ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
- : DrawListInst(&context->DrawListSharedData)
+ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL)
{
+ memset(this, 0, sizeof(*this));
Name = ImStrdup(name);
+ NameBufLen = (int)strlen(name) + 1;
ID = ImHashStr(name);
IDStack.push_back(ID);
- Flags = ImGuiWindowFlags_None;
- Pos = ImVec2(0.0f, 0.0f);
- Size = SizeFull = ImVec2(0.0f, 0.0f);
- ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f);
- WindowPadding = ImVec2(0.0f, 0.0f);
- WindowRounding = 0.0f;
- WindowBorderSize = 0.0f;
- NameBufLen = (int)strlen(name) + 1;
MoveId = GetID("#MOVE");
- ChildId = 0;
- Scroll = ImVec2(0.0f, 0.0f);
ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
- ScrollbarSizes = ImVec2(0.0f, 0.0f);
- ScrollbarX = ScrollbarY = false;
- Active = WasActive = false;
- WriteAccessed = false;
- Collapsed = false;
- WantCollapseToggle = false;
- SkipItems = false;
- Appearing = false;
- Hidden = false;
- IsFallbackWindow = false;
- HasCloseButton = false;
- ResizeBorderHeld = -1;
- BeginCount = 0;
- BeginOrderWithinParent = -1;
- BeginOrderWithinContext = -1;
- PopupId = 0;
AutoFitFramesX = AutoFitFramesY = -1;
- AutoFitChildAxises = 0x00;
- AutoFitOnlyGrows = false;
AutoPosLastDirection = ImGuiDir_None;
- HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
-
- 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;
LastTimeActive = -1.0f;
- ItemWidthDefault = 0.0f;
FontWindowScale = 1.0f;
SettingsOffset = -1;
-
DrawList = &DrawListInst;
+ DrawList->_Data = &context->DrawListSharedData;
DrawList->_OwnerName = Name;
- ParentWindow = NULL;
- RootWindow = NULL;
- RootWindowForTitleBarHighlight = NULL;
- RootWindowForNav = NULL;
-
- NavLastIds[0] = NavLastIds[1] = 0;
- NavRectRel[0] = NavRectRel[1] = ImRect();
- NavLastChildNavWindow = NULL;
-
- MemoryCompacted = false;
- MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0;
}
ImGuiWindow::~ImGuiWindow()
@@ -2666,7 +2921,7 @@ ImGuiWindow::~ImGuiWindow()
IM_ASSERT(DrawList == &DrawListInst);
IM_DELETE(Name);
for (int i = 0; i != ColumnsStorage.Size; i++)
- ColumnsStorage[i].~ImGuiColumns();
+ ColumnsStorage[i].~ImGuiOldColumns();
}
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
@@ -2674,6 +2929,10 @@ 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;
}
@@ -2682,6 +2941,10 @@ 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;
}
@@ -2690,25 +2953,44 @@ 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();
- return ImHashData(&n, sizeof(n), seed);
+ 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.
@@ -2725,15 +3007,22 @@ static void SetCurrentWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
g.CurrentWindow = window;
+ g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
if (window)
g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
}
+void ImGui::GcCompactTransientMiscBuffers()
+{
+ ImGuiContext& g = *GImGui;
+ g.ItemFlagsStack.clear();
+ g.GroupStack.clear();
+ TableGcCompactSettings();
+}
+
// Free up/compact internal window buffers, we can use this when a window becomes unused.
-// This is currently unused by the library, but you may call this yourself for easy GC.
// Not freed:
-// - ImGuiWindow, ImGuiWindowSettings, Name
-// - StateStorage, ColumnsStorage (may hold useful data)
+// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
{
@@ -2741,12 +3030,10 @@ void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
window->IDStack.clear();
- window->DrawList->ClearFreeMemory();
+ window->DrawList->_ClearFreeMemory();
window->DC.ChildWindows.clear();
- window->DC.ItemFlagsStack.clear();
window->DC.ItemWidthStack.clear();
window->DC.TextWrapPosStack.clear();
- window->DC.GroupStack.clear();
}
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
@@ -2768,6 +3055,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
g.ActiveIdTimer = 0.0f;
g.ActiveIdHasBeenPressedBefore = false;
g.ActiveIdHasBeenEditedBefore = false;
+ g.ActiveIdMouseButton = -1;
if (id != 0)
{
g.LastActiveId = id;
@@ -2776,6 +3064,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
}
g.ActiveId = id;
g.ActiveIdAllowOverlap = false;
+ g.ActiveIdNoClearOnFocusLoss = false;
g.ActiveIdWindow = window;
g.ActiveIdHasBeenEditedThisFrame = false;
if (id)
@@ -2786,6 +3075,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
// Clear declaration of inputs claimed by the widget
// (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
+ g.ActiveIdUsingMouseWheel = false;
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingNavInputMask = 0x00;
g.ActiveIdUsingKeyInputMask = 0x00;
@@ -2793,7 +3083,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
void ImGui::ClearActiveID()
{
- SetActiveID(0, NULL);
+ SetActiveID(0, NULL); // g.ActiveId = 0;
}
void ImGui::SetHoveredID(ImGuiID id)
@@ -2801,6 +3091,7 @@ void ImGui::SetHoveredID(ImGuiID id)
ImGuiContext& g = *GImGui;
g.HoveredId = id;
g.HoveredIdAllowOverlap = false;
+ g.HoveredIdUsingMouseWheel = false;
if (id != 0 && g.HoveredIdPreviousFrame != id)
g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
}
@@ -2852,102 +3143,6 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
return true;
}
-// Advance cursor given item size for layout.
-void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (window->SkipItems)
- return;
-
- // We increase the height in this function to accommodate for baseline offset.
- // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
- // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
- const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
- const float line_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);
-}
-
-// Declare item bounding box for clipping and interaction.
-// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
-// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
-bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (id != 0)
- {
- // Navigation processing runs prior to clipping early-out
- // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
- // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
- // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
- // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
- // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
- // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
- // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
- // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
- window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
- if (g.NavId == id || g.NavAnyRequest)
- if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
- if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
- NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
-
- // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()
-#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
- if (id == g.DebugItemPickerBreakId)
- {
- IM_DEBUG_BREAK();
- g.DebugItemPickerBreakId = 0;
- }
-#endif
- }
-
- window->DC.LastItemId = id;
- window->DC.LastItemRect = bb;
- window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
- g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
-
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- if (id != 0)
- IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);
-#endif
-
- // Clipping test
- const bool is_clipped = IsClippedEx(bb, id, false);
- if (is_clipped)
- return false;
- //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
-
- // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
- if (IsMouseHoveringRect(bb.Min, bb.Max))
- window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect;
- return true;
-}
-
// This is roughly matching the behavior of internal-facing ItemHoverable()
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
@@ -2959,20 +3154,22 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
return IsItemFocused();
// Test for bounding box overlap, as updated as ItemAdd()
- if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
+ ImGuiItemStatusFlags status_flags = window->DC.LastItemStatusFlags;
+ if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
return false;
IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function
// Test if we are hovering the right window (our window could be behind another window)
- // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself.
- // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while.
- //if (g.HoveredWindow != window)
- // return false;
- if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))
- return false;
+ // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
+ // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
+ // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
+ // the test that has been running for a long while.
+ if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
+ if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
+ return false;
// Test if another item is active (e.g. being dragged)
- if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+ if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
return false;
@@ -2982,10 +3179,10 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
return false;
// Test if the item is disabled
- if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
+ if ((g.CurrentItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
- // Special handling for the dummy item after Begin() which represent the title bar or tab.
+ // 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->MoveId && window->WriteAccessed)
return false;
@@ -3006,22 +3203,30 @@ 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) || (g.CurrentItemFlags & ImGuiItemFlags_Disabled))
+ {
+ g.HoveredIdDisabled = true;
return false;
+ }
- SetHoveredID(id);
+ // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
+ // hover test in widgets code. We could also decide to split this function is two.
+ if (id != 0)
+ {
+ 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();
+ // [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();
+ }
return true;
}
@@ -3031,54 +3236,65 @@ 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;
}
+// 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)
+void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id)
{
ImGuiContext& g = *GImGui;
+ IM_ASSERT(id != 0 && id == window->DC.LastItemId);
// Increment counters
- const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
+ // FIXME: ImGuiItemFlags_Disabled should disable more.
+ const bool is_tab_stop = (g.CurrentItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
window->DC.FocusCounterRegular++;
if (is_tab_stop)
+ {
window->DC.FocusCounterTabStop++;
+ if (g.NavId == id)
+ g.NavIdTabCounter = window->DC.FocusCounterTabStop;
+ }
// 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)
+ if (g.ActiveId == id && g.TabFocusPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.TabFocusRequestNextWindow == 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.
+ g.TabFocusRequestNextWindow = window;
+ g.TabFocusRequestNextCounterTabStop = 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.
}
// Handle focus requests
- if (g.FocusRequestCurrWindow == window)
+ if (g.TabFocusRequestCurrWindow == window)
{
- if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular)
- return true;
- if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop)
+ if (window->DC.FocusCounterRegular == g.TabFocusRequestCurrCounterRegular)
+ {
+ window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByCode;
+ return;
+ }
+ if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
{
g.NavJustTabbedId = id;
- return true;
+ window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
+ return;
}
// If another item is about to be focused, we clear our own active id
if (g.ActiveId == id)
ClearActiveID();
}
-
- return false;
-}
-
-void ImGui::FocusableItemUnregister(ImGuiWindow* window)
-{
- window->DC.FocusCounterRegular--;
- window->DC.FocusCounterTabStop--;
}
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
@@ -3086,11 +3302,21 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
if (wrap_pos_x < 0.0f)
return 0.0f;
- ImGuiWindow* window = GImGui->CurrentWindow;
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
if (wrap_pos_x == 0.0f)
+ {
+ // We could decide to setup a default wrapping max point for auto-resizing windows,
+ // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
+ //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
+ // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
+ //else
wrap_pos_x = window->WorkRect.Max.x;
+ }
else if (wrap_pos_x > 0.0f)
+ {
wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
+ }
return ImMax(wrap_pos_x - pos.x, 1.0f);
}
@@ -3100,7 +3326,7 @@ void* ImGui::MemAlloc(size_t size)
{
if (ImGuiContext* ctx = GImGui)
ctx->IO.MetricsActiveAllocations++;
- return GImAllocatorAllocFunc(size, GImAllocatorUserData);
+ return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
}
// IM_FREE() == ImGui::MemFree()
@@ -3109,7 +3335,7 @@ void ImGui::MemFree(void* ptr)
if (ptr)
if (ImGuiContext* ctx = GImGui)
ctx->IO.MetricsActiveAllocations--;
- return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
+ return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
}
const char* ImGui::GetClipboardText()
@@ -3146,31 +3372,21 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx)
#endif
}
-// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
-// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
-// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
-// may see different structures than what imgui.cpp sees, which is problematic.
-// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
-bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
-{
- bool error = false;
- if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); }
- if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
- if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
- if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
- if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
- if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
- if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
- return !error;
-}
-
-void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
+void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
{
GImAllocatorAllocFunc = alloc_func;
GImAllocatorFreeFunc = free_func;
GImAllocatorUserData = user_data;
}
+// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
+void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
+{
+ *p_alloc_func = GImAllocatorAllocFunc;
+ *p_free_func = GImAllocatorFreeFunc;
+ *p_user_data = GImAllocatorUserData;
+}
+
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
{
ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
@@ -3190,23 +3406,48 @@ void ImGui::DestroyContext(ImGuiContext* ctx)
IM_DELETE(ctx);
}
-ImGuiIO& ImGui::GetIO()
+// No specific ordering/dependency support, will see as needed
+ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
{
- IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
- return GImGui->IO;
+ ImGuiContext& g = *ctx;
+ IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
+ g.Hooks.push_back(*hook);
+ g.Hooks.back().HookId = ++g.HookIdNext;
+ return g.HookIdNext;
}
-ImGuiStyle& ImGui::GetStyle()
+// Deferred removal, avoiding issue with changing vector while iterating it
+void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
+{
+ ImGuiContext& g = *ctx;
+ IM_ASSERT(hook_id != 0);
+ for (int n = 0; n < g.Hooks.Size; n++)
+ if (g.Hooks[n].HookId == hook_id)
+ g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
+}
+
+// Call context hooks (used by e.g. test engine)
+// We assume a small number of hooks so all stored in same array
+void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
+{
+ ImGuiContext& g = *ctx;
+ for (int n = 0; n < g.Hooks.Size; n++)
+ if (g.Hooks[n].Type == hook_type)
+ g.Hooks[n].Callback(&g, &g.Hooks[n]);
+}
+
+ImGuiIO& ImGui::GetIO()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
- return GImGui->Style;
+ return GImGui->IO;
}
-// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame()
+// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{
ImGuiContext& g = *GImGui;
- return g.DrawData.Valid ? &g.DrawData : NULL;
+ ImGuiViewportP* viewport = g.Viewports[0];
+ return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
}
double ImGui::GetTime()
@@ -3219,14 +3460,50 @@ int ImGui::GetFrameCount()
return GImGui->FrameCount;
}
+static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
+{
+ // Create the draw list on demand, because they are not frequently used for all viewports
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
+ ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
+ if (draw_list == NULL)
+ {
+ draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
+ draw_list->_OwnerName = drawlist_name;
+ viewport->DrawLists[drawlist_no] = draw_list;
+ }
+
+ // Our ImDrawList system requires that there is always a command
+ if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
+ {
+ draw_list->_ResetForNewFrame();
+ draw_list->PushTextureID(g.IO.Fonts->TexID);
+ draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
+ viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
+ }
+ return draw_list;
+}
+
+ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
+{
+ return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
+}
+
ImDrawList* ImGui::GetBackgroundDrawList()
{
- return &GImGui->BackgroundDrawList;
+ ImGuiContext& g = *GImGui;
+ return GetBackgroundDrawList(g.Viewports[0]);
+}
+
+ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
+{
+ return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
}
ImDrawList* ImGui::GetForegroundDrawList()
{
- return &GImGui->ForegroundDrawList;
+ ImGuiContext& g = *GImGui;
+ return GetForegroundDrawList(g.Viewports[0]);
}
ImDrawListSharedData* ImGui::GetDrawListSharedData()
@@ -3243,6 +3520,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
FocusWindow(window);
SetActiveID(window->MoveId, window);
g.NavDisableHighlight = true;
+ g.ActiveIdNoClearOnFocusLoss = true;
g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;
bool can_move_window = true;
@@ -3254,6 +3532,9 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
+// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
+// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
+// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
void ImGui::UpdateMouseMovingWindowNewFrame()
{
ImGuiContext& g = *GImGui;
@@ -3304,17 +3585,29 @@ 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 empty space to focus window and start moving
+ // (after we're done with all our widgets)
if (g.IO.MouseClicked[0])
{
- if (g.HoveredRootWindow != NULL)
+ // Handle the edge case of a popup being closed while clicking in its empty space.
+ // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
+ ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
+ const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
+
+ if (root_window != NULL && !is_closed_popup)
{
- StartMouseMovingWindow(g.HoveredWindow);
- if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar))
- if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+ StartMouseMovingWindow(g.HoveredWindow); //-V595
+
+ // Cancel moving if clicked outside of title bar
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
+ if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
g.MovingWindow = NULL;
+
+ // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
+ if (g.HoveredIdDisabled)
+ g.MovingWindow = NULL;
}
- else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
+ else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
{
// Clicking on void disable focus
FocusWindow(NULL);
@@ -3329,17 +3622,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
// Find the top-most window between HoveredWindow and the top-most Modal Window.
// This is where we can trim the popup stack.
ImGuiWindow* modal = GetTopMostPopupModal();
- bool hovered_window_above_modal = false;
- if (modal == NULL)
- hovered_window_above_modal = true;
- for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
- {
- ImGuiWindow* window = g.Windows[i];
- if (window == modal)
- break;
- if (window == g.HoveredWindow)
- hovered_window_above_modal = true;
- }
+ bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal);
ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
}
}
@@ -3380,7 +3663,7 @@ 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
{
@@ -3436,6 +3719,9 @@ void ImGui::UpdateMouseWheel()
if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
return;
+ if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel))
+ return;
+
ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
if (!window || window->Collapsed)
return;
@@ -3448,7 +3734,7 @@ void ImGui::UpdateMouseWheel()
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
const float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
- if (!(window->Flags & ImGuiWindowFlags_ChildWindow))
+ if (window == window->RootWindow)
{
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
SetWindowPos(window, window->Pos + offset, 0);
@@ -3460,10 +3746,17 @@ void ImGui::UpdateMouseWheel()
// Mouse wheel scrolling
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
+ if (g.IO.KeyCtrl)
+ return;
+
+ // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
+ // (we avoid doing it on OSX as it the OS input layer handles this already)
+ const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
+ const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel;
+ const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH;
// Vertical Mouse Wheel scrolling
- const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
- if (wheel_y != 0.0f && !g.IO.KeyCtrl)
+ if (wheel_y != 0.0f)
{
StartLockWheelingWindow(window);
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
@@ -3477,8 +3770,7 @@ void ImGui::UpdateMouseWheel()
}
// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
- const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
- if (wheel_x != 0.0f && !g.IO.KeyCtrl)
+ if (wheel_x != 0.0f)
{
StartLockWheelingWindow(window);
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
@@ -3492,26 +3784,65 @@ void ImGui::UpdateMouseWheel()
}
}
+void ImGui::UpdateTabFocus()
+{
+ ImGuiContext& g = *GImGui;
+
+ // Pressing TAB activate widget focus
+ g.TabFocusPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
+ if (g.ActiveId == 0 && g.TabFocusPressed)
+ {
+ // - This path is only taken when no widget are active/tabbed-into yet.
+ // Subsequent tabbing will be processed by FocusableItemRegister()
+ // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
+ // manipulate the Next fields here even though they will be turned into Curr fields below.
+ g.TabFocusRequestNextWindow = g.NavWindow;
+ g.TabFocusRequestNextCounterRegular = INT_MAX;
+ if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
+ g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0);
+ else
+ g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
+ }
+
+ // Turn queued focus request into current one
+ g.TabFocusRequestCurrWindow = NULL;
+ g.TabFocusRequestCurrCounterRegular = g.TabFocusRequestCurrCounterTabStop = INT_MAX;
+ if (g.TabFocusRequestNextWindow != NULL)
+ {
+ ImGuiWindow* window = g.TabFocusRequestNextWindow;
+ g.TabFocusRequestCurrWindow = window;
+ if (g.TabFocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1)
+ g.TabFocusRequestCurrCounterRegular = ImModPositive(g.TabFocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1);
+ if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
+ g.TabFocusRequestCurrCounterTabStop = ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
+ g.TabFocusRequestNextWindow = NULL;
+ g.TabFocusRequestNextCounterRegular = g.TabFocusRequestNextCounterTabStop = 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)
void ImGui::UpdateHoveredWindowAndCaptureFlags()
{
ImGuiContext& g = *GImGui;
+ g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
// Find the window hovered by mouse:
// - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
+ bool clear_hovered_windows = false;
FindHoveredWindow();
- // Modal windows prevents cursor from hovering behind them.
+ // Modal windows prevents mouse from hovering behind them.
ImGuiWindow* modal_window = GetTopMostPopupModal();
- if (modal_window)
- if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
- g.HoveredRootWindow = g.HoveredWindow = NULL;
+ if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, 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;
@@ -3519,7 +3850,7 @@ 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])
@@ -3531,13 +3862,16 @@ 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;
+
+ if (clear_hovered_windows)
+ g.HoveredWindow = 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 Dear ImGui + app)
if (g.WantCaptureKeyboardNextFrame != -1)
@@ -3551,33 +3885,15 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}
-static void NewFrameSanityChecks()
+ImGuiKeyModFlags ImGui::GetMergedKeyModFlags()
{
ImGuiContext& g = *GImGui;
-
- // Check user data
- // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
- IM_ASSERT(g.Initialized);
- IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
- IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
- IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
- IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
- IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
- IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
- IM_ASSERT(g.Style.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)");
-
- // 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;
+ 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()
@@ -3585,73 +3901,68 @@ void ImGui::NewFrame()
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
ImGuiContext& g = *GImGui;
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiTestEngineHook_PreNewFrame(&g);
-#endif
+ // Remove pending delete hooks before frame start.
+ // This deferred removal avoid issues of removal while iterating the hook vector
+ for (int n = g.Hooks.Size - 1; n >= 0; n--)
+ if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
+ g.Hooks.erase(&g.Hooks[n]);
- // Check and assert for various common IO and Configuration mistakes
- NewFrameSanityChecks();
+ CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
- // 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;
- }
+ // Check and assert for various common IO and Configuration mistakes
+ ErrorCheckNewFrameSanityChecks();
- // 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.WithinFrameScope = true;
g.FrameCount += 1;
g.TooltipOverrideCount = 0;
g.WindowsActiveCount = 0;
+ g.MenusIdSubmittedThisFrame.resize(0);
+
+ // Calculate frame-rate for the user, as a purely luxurious feature
+ g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
+ g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
+ g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
+ g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
+ g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
+
+ UpdateViewportsNewFrame();
// Setup current font and draw list shared data
g.IO.Fonts->Locked = true;
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
- g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+ ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+ for (int n = 0; n < g.Viewports.Size; n++)
+ virtual_space.Add(g.Viewports[n]->GetMainRect());
+ g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
- g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError);
+ g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
if (g.Style.AntiAliasedLines)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
+ if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
+ g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
if (g.Style.AntiAliasedFill)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
- g.BackgroundDrawList.Clear();
- g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
- g.BackgroundDrawList.PushClipRectFullScreen();
-
- g.ForegroundDrawList.Clear();
- g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
- g.ForegroundDrawList.PushClipRectFullScreen();
-
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
- g.DrawData.Clear();
+ for (int n = 0; n < g.Viewports.Size; n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[n];
+ viewport->DrawDataP.Clear();
+ }
// Drag and drop keep the source ID alive so even if the source disappear our state is consistent
if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
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))
@@ -3661,8 +3972,13 @@ void ImGui::NewFrame()
if (g.HoveredId && g.ActiveId != g.HoveredId)
g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
g.HoveredIdPreviousFrame = g.HoveredId;
+ g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel;
g.HoveredId = 0;
g.HoveredIdAllowOverlap = false;
+ g.HoveredIdUsingMouseWheel = false;
+ g.HoveredIdDisabled = false;
+
+ // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
ClearActiveID();
if (g.ActiveId)
@@ -3675,37 +3991,36 @@ void ImGui::NewFrame()
g.ActiveIdHasBeenEditedThisFrame = false;
g.ActiveIdPreviousFrameIsAlive = false;
g.ActiveIdIsJustActivated = false;
- if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId)
- g.TempInputTextId = 0;
+ if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
+ g.TempInputId = 0;
if (g.ActiveId == 0)
{
- g.ActiveIdUsingNavDirMask = g.ActiveIdUsingNavInputMask = 0;
- g.ActiveIdUsingKeyInputMask = 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;
-
// Find hovered window
// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
UpdateHoveredWindowAndCaptureFlags();
@@ -3726,40 +4041,12 @@ void ImGui::NewFrame()
// Mouse wheel scrolling, scale
UpdateMouseWheel();
- // Pressing TAB activate widget focus
- g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
- if (g.ActiveId == 0 && g.FocusTabPressed)
- {
- // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
- // manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
- g.FocusRequestNextWindow = g.NavWindow;
- g.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)
- {
- 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;
+ // Update legacy TAB focus
+ UpdateTabFocus();
// Mark all windows as not visible and compact unused memory.
- IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
- const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX;
+ IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
+ const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
for (int i = 0; i != g.Windows.Size; i++)
{
ImGuiWindow* window = g.Windows[i];
@@ -3773,6 +4060,17 @@ void ImGui::NewFrame()
GcCompactTransientWindowBuffers(window);
}
+ // Garbage collect transient buffers of recently unused tables
+ for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
+ if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
+ TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
+ for (int i = 0; i < g.TablesTempDataStack.Size; i++)
+ if (g.TablesTempDataStack[i].LastTimeActive >= 0.0f && g.TablesTempDataStack[i].LastTimeActive < memory_compact_start_time)
+ TableGcCompactTransientBuffers(&g.TablesTempDataStack[i]);
+ if (g.GcCompactAll)
+ GcCompactTransientMiscBuffers();
+ g.GcCompactAll = false;
+
// Closing the focused window restore focus to the first active root window in descending z-order
if (g.NavWindow && !g.NavWindow->WasActive)
FocusTopMostWindowUnderOne(NULL, NULL);
@@ -3781,6 +4079,9 @@ void ImGui::NewFrame()
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
g.CurrentWindowStack.resize(0);
g.BeginPopupStack.resize(0);
+ g.ItemFlagsStack.resize(0);
+ g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
+ g.GroupStack.resize(0);
ClosePopupsOverWindow(g.NavWindow, false);
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
@@ -3790,13 +4091,11 @@ void ImGui::NewFrame()
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
// This fallback is particularly important as it avoid ImGui:: calls from crashing.
g.WithinFrameScopeWithImplicitWindow = true;
- SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
+ SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- ImGuiTestEngineHook_PostNewFrame(&g);
-#endif
+ CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
}
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
@@ -3807,20 +4106,20 @@ void ImGui::UpdateDebugToolItemPicker()
if (g.DebugItemPickerActive)
{
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
- ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
- if (ImGui::IsKeyPressedMap(ImGuiKey_Escape))
+ SetMouseCursor(ImGuiMouseCursor_Hand);
+ if (IsKeyPressedMap(ImGuiKey_Escape))
g.DebugItemPickerActive = false;
- if (ImGui::IsMouseClicked(0) && hovered_id)
+ if (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();
+ SetNextWindowBgAlpha(0.60f);
+ BeginTooltip();
+ Text("HoveredId: 0x%08X", hovered_id);
+ Text("Press ESC to abort picking.");
+ TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");
+ EndTooltip();
}
}
@@ -3834,24 +4133,20 @@ void ImGui::Initialize(ImGuiContext* context)
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
+ TableSettingsInstallHandler(context);
+
+ // Create default viewport
+ ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
+ g.Viewports.push_back(viewport);
#ifdef IMGUI_HAS_DOCK
#endif // #ifdef IMGUI_HAS_DOCK
@@ -3879,11 +4174,13 @@ void ImGui::Shutdown(ImGuiContext* context)
if (g.SettingsLoaded && g.IO.IniFilename != NULL)
{
ImGuiContext* backup_context = GImGui;
- SetCurrentContext(context);
+ SetCurrentContext(&g);
SaveIniSettingsToDisk(g.IO.IniFilename);
SetCurrentContext(backup_context);
}
+ CallContextHooks(&g, ImGuiContextHookType_Shutdown);
+
// Clear everything else
for (int i = 0; i < g.Windows.Size; i++)
IM_DELETE(g.Windows[i]);
@@ -3894,23 +4191,31 @@ void ImGui::Shutdown(ImGuiContext* context)
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
- g.HoveredWindow = g.HoveredRootWindow = NULL;
+ g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
- g.ColorModifiers.clear();
- g.StyleModifiers.clear();
+ g.ColorStack.clear();
+ g.StyleVarStack.clear();
g.FontStack.clear();
g.OpenPopupStack.clear();
g.BeginPopupStack.clear();
- g.DrawDataBuilder.ClearFreeMemory();
- g.BackgroundDrawList.ClearFreeMemory();
- g.ForegroundDrawList.ClearFreeMemory();
+
+ 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.PrivateClipboard.clear();
+ g.Tables.Clear();
+ for (int i = 0; i < g.TablesTempDataStack.Size; i++)
+ g.TablesTempDataStack[i].~ImGuiTableTempData();
+ g.TablesTempDataStack.clear();
+ g.DrawChannelsTempMergeBuffer.clear();
+
+ g.ClipboardHandlerData.clear();
+ g.MenusIdSubmittedThisFrame.clear();
g.InputTextState.ClearFreeMemory();
g.SettingsWindows.clear();
@@ -3960,18 +4265,12 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
static void AddDrawListToDrawData(ImVector<ImDrawList*>* 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/Debugger 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.
IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
@@ -3982,13 +4281,13 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
- // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents.
+ // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
// - If you want large meshes with more than 64K vertices, you can either:
- // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
- // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't.
+ // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
+ // Most example backends already support this from 1.71. Pre-1.71 backends won't.
// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
- // (B) Or handle 32-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:
+ // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
+ // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
// Your own engine or render API may use different parameters or function calls to specify index sizes.
// 2 and 4 bytes indices are generally supported by most graphics API.
@@ -4000,25 +4299,25 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
out_list->push_back(draw_list);
}
-static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
+static void AddWindowToDrawData(ImGuiWindow* window, int layer)
{
ImGuiContext& g = *GImGui;
+ ImGuiViewportP* viewport = g.Viewports[0];
g.IO.MetricsRenderWindows++;
- AddDrawListToDrawData(out_render_list, window->DrawList);
+ AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
- if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active
- AddWindowToDrawData(out_render_list, child);
+ if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
+ AddWindowToDrawData(child, layer);
}
}
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static void AddRootWindowToDrawData(ImGuiWindow* window)
{
- ImGuiContext& g = *GImGui;
int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
- AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window);
+ AddWindowToDrawData(window, layer);
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
@@ -4039,15 +4338,16 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer()
}
}
-static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
+static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
{
ImGuiIO& io = ImGui::GetIO();
+ ImDrawData* draw_data = &viewport->DrawDataP;
draw_data->Valid = true;
draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
draw_data->CmdListsCount = draw_lists->Size;
draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
- draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
- draw_data->DisplaySize = io.DisplaySize;
+ draw_data->DisplayPos = viewport->Pos;
+ draw_data->DisplaySize = viewport->Size;
draw_data->FramebufferScale = io.DisplayFramebufferScale;
for (int n = 0; n < draw_lists->Size; n++)
{
@@ -4056,7 +4356,12 @@ static void SetupDrawData(ImVector<ImDrawList*>* 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();
@@ -4076,10 +4381,16 @@ 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.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
+ CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
+
+ ErrorCheckEndFrameSanityChecks();
+
// 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))
{
@@ -4087,17 +4398,14 @@ void ImGui::EndFrame()
g.PlatformImeLastPos = g.PlatformImePos;
}
- ErrorCheckEndFrame();
-
// Hide implicit/fallback "Debug" window if it hasn't been used
g.WithinFrameScopeWithImplicitWindow = false;
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
g.CurrentWindow->Active = false;
End();
- // Show CTRL+TAB list window
- if (g.NavWindowingTarget != NULL)
- NavUpdateWindowingOverlay();
+ // Update navigation: CTRL+Tab, wrap-around requests
+ NavEndFrame();
// Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
if (g.DragDropActive)
@@ -4109,11 +4417,11 @@ 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
@@ -4124,7 +4432,7 @@ void ImGui::EndFrame()
UpdateMouseMovingWindowEndFrame();
// Sort the window list so that all child windows are after their parent
- // We cannot do that on FocusWindow() because childs may not exist yet
+ // 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++)
@@ -4147,6 +4455,8 @@ void ImGui::EndFrame()
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
g.IO.InputQueueCharacters.resize(0);
memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
+
+ CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
}
void ImGui::Render()
@@ -4158,45 +4468,55 @@ void ImGui::Render()
EndFrame();
g.FrameCountRendered = g.FrameCount;
g.IO.MetricsRenderWindows = 0;
- g.DrawDataBuilder.Clear();
-
- // Add background ImDrawList
- if (!g.BackgroundDrawList.VtxBuffer.empty())
- AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
+
+ CallContextHooks(&g, ImGuiContextHookType_RenderPre);
+
+ // Add background ImDrawList (for each active viewport)
+ for (int n = 0; n != g.Viewports.Size; n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[n];
+ viewport->DrawDataBuilder.Clear();
+ if (viewport->DrawLists[0] != NULL)
+ AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
+ }
// Add ImDrawList to render
ImGuiWindow* windows_to_render_top_most[2];
windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
- windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingList : NULL);
+ windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
for (int n = 0; n != g.Windows.Size; n++)
{
ImGuiWindow* window = g.Windows[n];
+ IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
AddRootWindowToDrawData(window);
}
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]);
- g.DrawDataBuilder.FlattenIntoSingleLayer();
- // Draw software mouse cursor if requested
- if (g.IO.MouseDrawCursor)
- RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+ // Setup ImDrawData structures for end-user
+ g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
+ for (int n = 0; n < g.Viewports.Size; n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[n];
+ viewport->DrawDataBuilder.FlattenIntoSingleLayer();
- // Add foreground ImDrawList
- if (!g.ForegroundDrawList.VtxBuffer.empty())
- AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
+ // Draw software mouse cursor if requested by io.MouseDrawCursor flag
+ if (g.IO.MouseDrawCursor)
+ RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
- // 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;
+ // Add foreground ImDrawList (for each active viewport)
+ if (viewport->DrawLists[1] != NULL)
+ AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
- // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
- g.IO.RenderDrawListsFn(&g.DrawData);
-#endif
+ SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
+ ImDrawData* draw_data = &viewport->DrawDataP;
+ g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
+ g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
+ }
+
+ CallContextHooks(&g, ImGuiContextHookType_RenderPost);
}
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
@@ -4218,13 +4538,17 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
// Round
- text_size.x = IM_FLOOR(text_size.x + 0.95f);
+ // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
+ // FIXME: Investigate using ceilf or e.g.
+ // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
+ // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
+ text_size.x = IM_FLOOR(text_size.x + 0.99999f);
return text_size;
}
// Find window given position, search front-to-back
-// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
+// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
// called, aka before the next Begin(). Moving window isn't affected.
static void FindHoveredWindow()
@@ -4232,14 +4556,16 @@ static void FindHoveredWindow()
ImGuiContext& g = *GImGui;
ImGuiWindow* hovered_window = NULL;
+ ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
hovered_window = g.MovingWindow;
ImVec2 padding_regular = g.Style.TouchExtraPadding;
- ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
+ ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
+ IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
if (!window->Active || window->Hidden)
continue;
if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
@@ -4250,20 +4576,31 @@ static void FindHoveredWindow()
if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
bb.Expand(padding_regular);
else
- bb.Expand(padding_for_resize_from_edges);
+ bb.Expand(padding_for_resize);
if (!bb.Contains(g.IO.MousePos))
continue;
- // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches.
+ // Support for one rectangular hole in any given window
+ // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
+ if (window->HitTestHoleSize.x != 0)
+ {
+ ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
+ ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
+ if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
+ continue;
+ }
+
if (hovered_window == NULL)
hovered_window = window;
- if (hovered_window)
+ IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
+ if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
+ hovered_window_ignoring_moving_window = window;
+ if (hovered_window && hovered_window_ignoring_moving_window)
break;
}
g.HoveredWindow = hovered_window;
- g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
-
+ g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
}
// Test if mouse cursor is hovering given rectangle
@@ -4293,7 +4630,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key)
}
// 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[]!
+// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
bool ImGui::IsKeyDown(int user_key_index)
{
if (user_key_index < 0)
@@ -4392,6 +4729,7 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
return g.IO.MouseDoubleClicked[button];
}
+// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
// [Internal] This doesn't test if the button is pressed
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
{
@@ -4422,7 +4760,7 @@ 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;
}
@@ -4448,7 +4786,7 @@ bool ImGui::IsAnyMouseDown()
// 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.
+// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
@@ -4528,16 +4866,19 @@ bool ImGui::IsItemDeactivatedAfterEdit()
return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
}
+// == GetItemID() == GetFocusID()
bool ImGui::IsItemFocused()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
+ if (g.NavId != window->DC.LastItemId || g.NavId == 0)
return false;
return true;
}
+// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
+// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
{
return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
@@ -4586,15 +4927,27 @@ bool ImGui::IsItemEdited()
}
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
+// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
void ImGui::SetItemAllowOverlap()
{
ImGuiContext& g = *GImGui;
- if (g.HoveredId == g.CurrentWindow->DC.LastItemId)
+ ImGuiID id = g.CurrentWindow->DC.LastItemId;
+ if (g.HoveredId == id)
g.HoveredIdAllowOverlap = true;
- if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
+ if (g.ActiveId == id)
g.ActiveIdAllowOverlap = true;
}
+void ImGui::SetItemUsingMouseWheel()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiID id = g.CurrentWindow->DC.LastItemId;
+ if (g.HoveredId == id)
+ g.HoveredIdUsingMouseWheel = true;
+ if (g.ActiveId == id)
+ g.ActiveIdUsingMouseWheel = true;
+}
+
ImVec2 ImGui::GetItemRectMin()
{
ImGuiWindow* window = GetCurrentWindowRead();
@@ -4613,18 +4966,12 @@ ImVec2 ImGui::GetItemRectSize()
return window->DC.LastItemRect.GetSize();
}
-static ImRect GetViewportRect()
-{
- ImGuiContext& g = *GImGui;
- return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
-}
-
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;
flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
// Size
@@ -4638,16 +4985,15 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
SetNextWindowSize(size);
// Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
- char title[256];
if (name)
- ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id);
+ ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id);
else
- ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id);
+ ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id);
const float backup_border_size = g.Style.ChildBorderSize;
if (!border)
g.Style.ChildBorderSize = 0.0f;
- bool ret = Begin(title, NULL, flags);
+ bool ret = Begin(g.TempBuffer, NULL, flags);
g.Style.ChildBorderSize = backup_border_size;
ImGuiWindow* child_window = g.CurrentWindow;
@@ -4660,11 +5006,11 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
parent_window->DC.CursorPos = child_window->Pos;
// Process navigation-in immediately so NavInit can run on first frame
- if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
+ if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))
{
FocusWindow(child_window);
NavInitWindow(child_window, false);
- SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item
+ SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
g.ActiveIdSource = ImGuiInputSource_Nav;
}
return ret;
@@ -4707,22 +5053,25 @@ void ImGui::EndChild()
ImGuiWindow* parent_window = g.CurrentWindow;
ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
ItemSize(sz);
- if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
+ if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
{
ItemAdd(bb, window->ChildId);
RenderNavHighlight(bb, window->ChildId);
// When browsing a window that has no activable items (scroll only) we keep a highlight on the child
- if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow)
- RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
+ if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
+ RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
}
else
{
// Not navigable into
ItemAdd(bb, 0);
}
+ if (g.HoveredWindow == window)
+ parent_window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
}
g.WithinEndChild = false;
+ g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
}
// Helper to create a child window / scrolling region that looks like a normal widget frame.
@@ -4764,7 +5113,15 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name)
return FindWindowByID(id);
}
-static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
+static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
+{
+ window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
+ if (settings->Size.x > 0 && settings->Size.y > 0)
+ window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
+ window->Collapsed = settings->Collapsed;
+}
+
+static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
//IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
@@ -4775,7 +5132,8 @@ 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);
+ const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ window->Pos = main_viewport->Pos + ImVec2(60, 60);
// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
@@ -4784,12 +5142,8 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
// Retrieve settings from .ini file
window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
- window->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
- window->Collapsed = settings->Collapsed;
- if (settings->Size.x > 0 && settings->Size.y > 0)
- size = ImVec2(settings->Size.x, settings->Size.y);
+ ApplyWindowSettings(window, settings);
}
- window->Size = window->SizeFull = ImFloor(size);
window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
@@ -4806,7 +5160,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
}
- g.WindowsFocusOrder.push_back(window);
+ if (!(flags & ImGuiWindowFlags_ChildWindow))
+ {
+ g.WindowsFocusOrder.push_back(window);
+ window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
+ }
+
if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
g.Windows.push_front(window); // Quite slow but rare and only once
else
@@ -4814,9 +5173,10 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
return window;
}
-static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
+static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
{
ImGuiContext& g = *GImGui;
+ ImVec2 new_size = size_desired;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
{
// Using -1,-1 on either X/Y axis to preserve the current size.
@@ -4841,33 +5201,40 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size
if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
{
ImGuiWindow* window_for_height = window;
+ const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight();
new_size = ImMax(new_size, g.Style.WindowMinSize);
- new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
+ new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
}
return new_size;
}
-static ImVec2 CalcWindowContentSize(ImGuiWindow* window)
+static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
{
- if (window->Collapsed)
- if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
- return window->ContentSize;
- if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
- return window->ContentSize;
+ bool preserve_old_content_sizes = false;
+ if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+ preserve_old_content_sizes = true;
+ else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
+ preserve_old_content_sizes = true;
+ if (preserve_old_content_sizes)
+ {
+ *content_size_current = window->ContentSize;
+ *content_size_ideal = window->ContentSizeIdeal;
+ return;
+ }
- ImVec2 sz;
- 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;
+ content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
+ content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
+ content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
+ content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
}
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
- ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight());
+ const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
ImVec2 size_pad = window->WindowPadding * 2.0f;
- ImVec2 size_desired = size_contents + size_pad + size_decorations;
+ ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height);
if (window->Flags & ImGuiWindowFlags_Tooltip)
{
// Tooltip always resize
@@ -4881,13 +5248,16 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
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_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
+
+ // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?
+ ImVec2 avail_size = ImGui::GetMainViewport()->Size;
+ ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
- bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
- bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
+ bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+ bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
if (will_have_scrollbar_x)
size_auto_fit.y += style.ScrollbarSize;
if (will_have_scrollbar_y)
@@ -4896,10 +5266,12 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
}
}
-ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
+ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
{
- ImVec2 size_contents = CalcWindowContentSize(window);
- ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents);
+ ImVec2 size_contents_current;
+ ImVec2 size_contents_ideal;
+ CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
+ ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
return size_final;
}
@@ -4927,38 +5299,64 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co
*out_size = size_constrained;
}
+// Data for resizing from corner
struct ImGuiResizeGripDef
{
ImVec2 CornerPosN;
ImVec2 InnerDir;
int AngleMin12, AngleMax12;
};
-
static const ImGuiResizeGripDef resize_grip_def[4] =
{
- { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower-right
- { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower-left
- { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper-left (Unused)
- { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper-right (Unused)
+ { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right
+ { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left
+ { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)
+ { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused)
+};
+
+// Data for resizing from borders
+struct ImGuiResizeBorderDef
+{
+ ImVec2 InnerDir;
+ ImVec2 SegmentN1, SegmentN2;
+ float OuterAngle;
+};
+static const ImGuiResizeBorderDef resize_border_def[4] =
+{
+ { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
+ { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
+ { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
+ { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down
};
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
{
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 == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); }
+ if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); }
+ if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); }
+ if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); }
IM_ASSERT(0);
return ImRect();
}
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
-// 4..7: borders (Top, Right, Bottom, Left)
-ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)
+ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
{
- IM_ASSERT(n >= 0 && n <= 7);
+ IM_ASSERT(n >= 0 && n < 4);
+ ImGuiID id = window->ID;
+ id = ImHashStr("#RESIZE", 0, id);
+ id = ImHashData(&n, sizeof(int), id);
+ return id;
+}
+
+// Borders (Left, Right, Up, Down)
+ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
+{
+ IM_ASSERT(dir >= 0 && dir < 4);
+ int n = (int)dir + 4;
ImGuiID id = window->ID;
id = ImHashStr("#RESIZE", 0, id);
id = ImHashData(&n, sizeof(int), id);
@@ -4967,7 +5365,7 @@ ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)
// Handle resize for: Resize Grips, Borders, Gamepad
// Return true when using auto-fit (double click on resize grip)
-static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4])
+static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
{
ImGuiContext& g = *GImGui;
ImGuiWindowFlags flags = window->Flags;
@@ -4981,28 +5379,28 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
- const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
+ const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
// Resize grips and borders are on layer 1
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
// Manual resize grips
PushID("#RESIZE");
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
- const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
- const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
+ const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
+ const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
// Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
- ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size);
+ bool hovered, held;
+ ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
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(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
+ ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
+ ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
@@ -5018,53 +5416,61 @@ static bool 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
- CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
+ ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
+ ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
+ ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
+ corner_target = ImClamp(corner_target, clamp_min, clamp_max);
+ CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
}
+
+ // Only lower-left grip is visible before hovering/activating
if (resize_grip_n == 0 || held || hovered)
resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
}
for (int border_n = 0; border_n < resize_border_count; border_n++)
{
+ const ImGuiResizeBorderDef& def = resize_border_def[border_n];
+ const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+
bool hovered, held;
- ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
- ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
+ ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
+ ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
+ ButtonBehavior(border_rect, border_id, &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;
+ g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
if (held)
*border_held = border_n;
}
if (held)
{
+ ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);
+ ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX);
ImVec2 border_target = window->Pos;
- ImVec2 border_posn;
- if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top
- 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
- CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
+ border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
+ border_target = ImClamp(border_target, clamp_min, clamp_max);
+ CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
}
}
PopID();
// Restore nav layer
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
// Navigation resize (keyboard/gamepad)
if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
{
ImVec2 nav_resize_delta;
- if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
+ if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
- if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+ if (g.NavInputSource == ImGuiInputSource_Gamepad)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
const float NAV_RESIZE_SPEED = 600.0f;
nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
+ nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size);
g.NavWindowingToggleLayer = false;
g.NavDisableMouseHover = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
@@ -5089,11 +5495,13 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
return ret_auto_fit;
}
-static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding)
+static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)
{
ImGuiContext& g = *GImGui;
- ImVec2 size_for_clamping = (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size;
- window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping);
+ ImVec2 size_for_clamping = window->Size;
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ size_for_clamping.y = window->TitleBarHeight();
+ window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
}
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
@@ -5102,29 +5510,16 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
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);
+ window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
int border_held = window->ResizeBorderHeld;
if (border_held != -1)
{
- struct ImGuiResizeBorderDef
- {
- ImVec2 InnerDir;
- ImVec2 CornerPosN1, CornerPosN2;
- float OuterAngle;
- };
- static const ImGuiResizeBorderDef resize_border_def[4] =
- {
- { ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top
- { ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right
- { ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom
- { ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left
- };
const ImGuiResizeBorderDef& def = resize_border_def[border_held];
ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
- window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI*0.25f, def.OuterAngle);
- window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI*0.25f);
- window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual
+ window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
+ window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
+ window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
}
if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
{
@@ -5142,6 +5537,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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
@@ -5172,14 +5568,14 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
}
if (override_alpha)
bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
- window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
+ window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
}
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
{
ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
- window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top);
+ window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
}
// Menu bar
@@ -5187,7 +5583,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
{
ImRect menu_bar_rect = window->MenuBarRect();
menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
- window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top);
+ window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
}
@@ -5228,10 +5624,9 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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;
+ const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
+ g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
// Layout buttons
// FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
@@ -5267,8 +5662,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
*p_open = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
- window->DC.ItemFlags = item_flags_backup;
+ g.CurrentItemFlags = item_flags_backup;
// Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
// FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
@@ -5277,7 +5671,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
// As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
- // while uncentered title text will still reach edges correct.
+ // while uncentered title text will still reach edges correctly.
if (pad_l > style.FramePadding.x)
pad_l += g.Style.ItemInnerSpacing.x;
if (pad_r > style.FramePadding.x)
@@ -5291,8 +5685,9 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
}
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]
+ ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
+ //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
+ //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
if (flags & ImGuiWindowFlags_UnsavedDocument)
{
@@ -5336,10 +5731,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
ImGuiWindow* window = FindWindowByName(name);
const bool window_just_created = (window == NULL);
if (window_just_created)
- {
- ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here.
- window = CreateNewWindow(name, size_on_first_use, flags);
- }
+ window = CreateNewWindow(name, flags);
// Automatically disable manual moving/resizing when NoInputs is set
if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
@@ -5354,14 +5746,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update the Appearing flag
bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
- const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
window_just_activated_by_user |= (window != popup_ref.Window);
}
- window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize);
+ window->Appearing = window_just_activated_by_user;
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
@@ -5391,8 +5782,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Add to stack
// We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
g.CurrentWindowStack.push_back(window);
+ g.CurrentWindow = window;
+ window->DC.StackSizesOnBegin.SetToCurrentState();
g.CurrentWindow = NULL;
- ErrorCheckBeginEndCompareStacksSize(window, true);
+
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
@@ -5401,14 +5794,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->PopupId = popup_ref.PopupId;
}
- 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.Flags & ImGuiNextWindowDataFlags_HasPos)
@@ -5433,6 +5824,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
}
+ if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
+ {
+ if (g.NextWindowData.ScrollVal.x >= 0.0f)
+ {
+ window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
+ window->ScrollTargetCenterRatio.x = 0.0f;
+ }
+ if (g.NextWindowData.ScrollVal.y >= 0.0f)
+ {
+ window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
+ window->ScrollTargetCenterRatio.y = 0.0f;
+ }
+ }
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
else if (first_begin_of_the_frame)
@@ -5451,8 +5855,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
window->Active = true;
window->HasCloseButton = (p_open != NULL);
- window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
+ window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
window->IDStack.resize(1);
+ window->DrawList->_ResetForNewFrame();
+ window->DC.CurrentTableIdx = -1;
// Restore buffer capacity when woken from a compacted state, to avoid
if (window->MemoryCompacted)
@@ -5461,7 +5867,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
// The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
bool window_title_visible_elsewhere = false;
- if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
+ if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
window_title_visible_elsewhere = true;
if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
{
@@ -5473,11 +5879,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
// Update contents size from last frame for auto-fitting (or use explicit size)
- window->ContentSize = CalcWindowContentSize(window);
+ const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
+ CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
if (window->HiddenFramesCanSkipItems > 0)
window->HiddenFramesCanSkipItems--;
if (window->HiddenFramesCannotSkipItems > 0)
window->HiddenFramesCannotSkipItems--;
+ if (window->HiddenFramesForRenderOnly > 0)
+ window->HiddenFramesForRenderOnly--;
// Hide new windows for one frame until they calculate their size
if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
@@ -5494,7 +5903,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Size.x = window->SizeFull.x = 0.f;
if (!window_size_y_set_by_api)
window->Size.y = window->SizeFull.y = 0.f;
- window->ContentSize = ImVec2(0.f, 0.f);
+ window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
}
}
@@ -5512,6 +5921,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if ((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);
+ // 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))
@@ -5524,7 +5937,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
window->Collapsed = !window->Collapsed;
MarkIniSettingsDirty(window);
- FocusWindow(window);
}
}
else
@@ -5536,7 +5948,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// SIZE
// Calculate auto-fit size, handle automatic resize
- const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize);
+ const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
bool use_current_size_for_scrollbar_x = window_just_created;
bool use_current_size_for_scrollbar_y = window_just_created;
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
@@ -5584,7 +5996,7 @@ 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;
}
@@ -5600,7 +6012,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
if (window_pos_with_pivot)
- SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
+ SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
window->Pos = FindBestWindowPosForPopup(window);
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
@@ -5608,22 +6020,29 @@ 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);
+ // 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.
+ ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+ ImRect viewport_rect(viewport->GetMainRect());
+ ImRect viewport_work_rect(viewport->GetWorkRect());
+ ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
+ ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
+
// Clamp position/size so window stays visible within its viewport or monitor
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
- ImRect viewport_rect(GetViewportRect());
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
- {
- ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
- if (viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
- {
- ClampWindowRect(window, viewport_rect, clamp_padding);
- }
- }
+ if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
+ ClampWindowRect(window, visibility_rect);
window->Pos = ImFloor(window->Pos);
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
+ // Large values tend to lead to variety of artifacts and are not recommended.
window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
+ // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
+ //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
+
// Apply window focus (new and reactivated windows are moved to front)
bool want_focus = false;
if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
@@ -5638,9 +6057,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
int border_held = -1;
ImU32 resize_grip_col[4] = {};
const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
- const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
+ const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
if (!window->Collapsed)
- if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]))
+ if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
window->ResizeBorderHeld = (signed char)border_held;
@@ -5719,13 +6138,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
// Apply scrolling
- window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true);
+ window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
// DRAWING
// Setup draw list and outer clipping rectangle
- window->DrawList->Clear();
+ IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
PushClipRect(host_rect.Min, host_rect.Max, false);
@@ -5780,7 +6199,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
bb.Expand(-g.FontSize - 1.0f);
rounding = window->WindowRounding;
}
- window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
+ window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f);
}
// UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
@@ -5798,6 +6217,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
+ window->ParentWorkRect = window->WorkRect;
// [LEGACY] Content Region
// FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
@@ -5817,20 +6237,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.CursorPos = window->DC.CursorStartPos;
window->DC.CursorPosPrevLine = window->DC.CursorPos;
window->DC.CursorMaxPos = window->DC.CursorStartPos;
+ window->DC.IdealMaxPos = window->DC.CursorStartPos;
window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
- window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
- window->DC.NavLayerActiveMaskNext = 0x00;
- window->DC.NavFocusScopeIdCurrent = 0;
+ window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
+ window->DC.NavLayersActiveMaskNext = 0x00;
window->DC.NavHideHighlightOneFrame = false;
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
window->DC.MenuBarAppending = false;
- window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
- window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user);
window->DC.TreeDepth = 0;
window->DC.TreeJumpToParentOnPopMask = 0x00;
@@ -5841,19 +6258,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
- window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
window->DC.ItemWidth = window->ItemWidthDefault;
window->DC.TextWrapPos = -1.0f; // disabled
- window->DC.ItemFlagsStack.resize(0);
window->DC.ItemWidthStack.resize(0);
window->DC.TextWrapPosStack.resize(0);
- window->DC.GroupStack.resize(0);
-
- if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags))
- {
- window->DC.ItemFlags = parent_window->DC.ItemFlags;
- window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
- }
if (window->AutoFitFramesX > 0)
window->AutoFitFramesX--;
@@ -5864,27 +6272,30 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (want_focus)
{
FocusWindow(window);
- NavInitWindow(window, false);
+ NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
}
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
- RenderWindowTitleBarContents(window, title_bar_rect, name, p_open);
+ RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
+
+ // Clear hit test shape every frame
+ window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
// Pressing CTRL+C while holding on a window copy its content to the clipboard
// This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
// Maybe we can support CTRL+C on every element?
/*
- if (g.ActiveId == move_id)
+ //if (g.NavWindow == window && g.ActiveId == 0)
+ if (g.ActiveId == window->MoveId)
if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
LogToClipboard();
*/
// We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
// This is useful to allow creating context menus on title bar only, etc.
- window->DC.LastItemId = window->MoveId;
- window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
- window->DC.LastItemRect = title_bar_rect;
+ SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
+
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId);
@@ -5896,46 +6307,60 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
SetCurrentWindow(window);
}
+ // Pull/inherit current state
+ g.CurrentItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack
+ window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595
+
PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
- if (first_begin_of_the_frame)
- window->WriteAccessed = false;
-
+ window->WriteAccessed = false;
window->BeginCount++;
g.NextWindowData.ClearFlags();
- if (flags & ImGuiWindowFlags_ChildWindow)
+ // Update visibility
+ if (first_begin_of_the_frame)
{
- // Child window can be out of sight and have "negative" clip windows.
- // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
- IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
- if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
- if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
+ if (flags & ImGuiWindowFlags_ChildWindow)
+ {
+ // Child window can be out of sight and have "negative" clip windows.
+ // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
+ IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+ if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
+ if (!g.LogEnabled)
+ if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
+ window->HiddenFramesCanSkipItems = 1;
+
+ // Hide along with parent or if parent is collapsed
+ if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
window->HiddenFramesCanSkipItems = 1;
+ if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
+ window->HiddenFramesCannotSkipItems = 1;
+ }
- // Hide along with parent or if parent is collapsed
- if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
+ // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
+ if (style.Alpha <= 0.0f)
window->HiddenFramesCanSkipItems = 1;
- if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
- window->HiddenFramesCannotSkipItems = 1;
- }
- // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
- if (style.Alpha <= 0.0f)
- window->HiddenFramesCanSkipItems = 1;
+ // Update the Hidden flag
+ window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0);
- // Update the Hidden flag
- window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
+ // Disable inputs for requested number of frames
+ if (window->DisableInputsFrames > 0)
+ {
+ window->DisableInputsFrames--;
+ window->Flags |= ImGuiWindowFlags_NoInputs;
+ }
- // Update the SkipItems flag, used to early out of all items functions (no layout required)
- bool skip_items = false;
- if (window->Collapsed || !window->Active || window->Hidden)
- if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
- skip_items = true;
- window->SkipItems = skip_items;
+ // Update the SkipItems flag, used to early out of all items functions (no layout required)
+ bool skip_items = false;
+ if (window->Collapsed || !window->Active || window->Hidden)
+ if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
+ skip_items = true;
+ window->SkipItems = skip_items;
+ }
- return !skip_items;
+ return !window->SkipItems;
}
void ImGui::End()
@@ -5968,29 +6393,36 @@ void ImGui::End()
g.CurrentWindowStack.pop_back();
if (window->Flags & ImGuiWindowFlags_Popup)
g.BeginPopupStack.pop_back();
- ErrorCheckBeginEndCompareStacksSize(window, false);
+ window->DC.StackSizesOnBegin.CompareWithCurrentState();
SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
}
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
+ IM_ASSERT(window == window->RootWindow);
+
+ const int cur_order = window->FocusOrder;
+ IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
if (g.WindowsFocusOrder.back() == window)
return;
- for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
- if (g.WindowsFocusOrder[i] == window)
- {
- memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
- g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
- break;
- }
+
+ const int new_order = g.WindowsFocusOrder.Size - 1;
+ for (int n = cur_order; n < new_order; n++)
+ {
+ g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
+ g.WindowsFocusOrder[n]->FocusOrder--;
+ IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
+ }
+ g.WindowsFocusOrder[new_order] = window;
+ window->FocusOrder = (short)new_order;
}
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* current_front_window = g.Windows.back();
- if (current_front_window == window || current_front_window->RootWindow == window)
+ if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
return;
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
if (g.Windows[i] == window)
@@ -6025,31 +6457,34 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavWindow = window;
if (window && g.NavDisableMouseHover)
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;
+ g.NavInitRequest = g.NavMoveRequest = false;
+ NavUpdateAnyRequestFlag();
//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
}
// Close popups if any
ClosePopupsOverWindow(window, false);
+ // Move the root window to the top of the pile
+ IM_ASSERT(window == NULL || window->RootWindow != NULL);
+ ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
+ ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
+
+ // Steal active widgets. Some of the cases it triggers includes:
+ // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
+ // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+ if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
+ if (!g.ActiveIdNoClearOnFocusLoss)
+ ClearActiveID();
+
// Passing NULL allow to disable keyboard focus
if (!window)
return;
- // Move the root window to the top of the pile
- IM_ASSERT(window->RootWindow != NULL);
- ImGuiWindow* focus_front_window = window->RootWindow; // NB: In docking branch this is window->RootWindowDockStop
- ImGuiWindow* display_front_window = window->RootWindow;
-
- // Steal focus on active widgets
- if (focus_front_window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement may be unnecessary? Need further testing before removing it..
- if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
- ClearActiveID();
-
// Bring to front
BringWindowToFocusFront(focus_front_window);
if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
@@ -6060,18 +6495,13 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
{
ImGuiContext& g = *GImGui;
- int start_idx = g.WindowsFocusOrder.Size - 1;
- if (under_this_window != NULL)
- {
- int under_this_window_idx = FindWindowFocusIndex(under_this_window);
- if (under_this_window_idx != -1)
- start_idx = under_this_window_idx - 1;
- }
+ const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 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))
+ IM_ASSERT(window == window->RootWindow);
+ if (window != ignore_window && window->WasActive)
if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
{
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
@@ -6082,88 +6512,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
FocusWindow(NULL);
}
-void ImGui::SetNextItemWidth(float item_width)
-{
- ImGuiContext& g = *GImGui;
- g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
- g.NextItemData.Width = item_width;
-}
-
-void ImGui::PushItemWidth(float item_width)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
- window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
- g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
-}
-
-void ImGui::PushMultiItemsWidths(int components, float w_full)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- const ImGuiStyle& style = g.Style;
- const float w_item_one = ImMax(1.0f, 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;
-}
-
+// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
void ImGui::SetCurrentFont(ImFont* font)
{
ImGuiContext& g = *GImGui;
@@ -6175,6 +6524,7 @@ void ImGui::SetCurrentFont(ImFont* font)
ImFontAtlas* atlas = g.Font->ContainerAtlas;
g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
+ g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
g.DrawListSharedData.Font = g.Font;
g.DrawListSharedData.FontSize = g.FontSize;
}
@@ -6199,19 +6549,23 @@ void ImGui::PopFont()
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
{
- ImGuiWindow* window = GetCurrentWindow();
+ ImGuiContext& g = *GImGui;
+ ImGuiItemFlags item_flags = g.CurrentItemFlags;
+ IM_ASSERT(item_flags == g.ItemFlagsStack.back());
if (enabled)
- window->DC.ItemFlags |= option;
+ item_flags |= option;
else
- window->DC.ItemFlags &= ~option;
- window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
+ item_flags &= ~option;
+ g.CurrentItemFlags = item_flags;
+ g.ItemFlagsStack.push_back(item_flags);
}
void ImGui::PopItemFlag()
{
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.ItemFlagsStack.pop_back();
- window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
+ g.ItemFlagsStack.pop_back();
+ g.CurrentItemFlags = g.ItemFlagsStack.back();
}
// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.
@@ -6238,192 +6592,15 @@ void ImGui::PopButtonRepeat()
void ImGui::PushTextWrapPos(float wrap_pos_x)
{
ImGuiWindow* window = GetCurrentWindow();
+ window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
window->DC.TextWrapPos = wrap_pos_x;
- window->DC.TextWrapPosStack.push_back(wrap_pos_x);
}
void ImGui::PopTextWrapPos()
{
ImGuiWindow* window = GetCurrentWindow();
+ window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
window->DC.TextWrapPosStack.pop_back();
- window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
-}
-
-// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
-void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
-{
- 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_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)
@@ -6439,34 +6616,46 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
return false;
}
-bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
+bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
{
- IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
ImGuiContext& g = *GImGui;
-
- if (flags & ImGuiHoveredFlags_AnyWindow)
+ for (int i = g.Windows.Size - 1; i >= 0; i--)
{
- if (g.HoveredWindow == NULL)
+ ImGuiWindow* candidate_window = g.Windows[i];
+ if (candidate_window == potential_above)
+ return true;
+ if (candidate_window == potential_below)
return false;
}
- else
+ return false;
+}
+
+bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
+{
+ IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
+ ImGuiContext& g = *GImGui;
+ if (g.HoveredWindow == NULL)
+ return false;
+
+ if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
{
+ ImGuiWindow* window = g.CurrentWindow;
switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
{
case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
- if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)
+ if (g.HoveredWindow->RootWindow != window->RootWindow)
return false;
break;
case ImGuiHoveredFlags_RootWindow:
- if (g.HoveredWindow != g.CurrentWindow->RootWindow)
+ if (g.HoveredWindow != window->RootWindow)
return false;
break;
case ImGuiHoveredFlags_ChildWindows:
- if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow))
+ if (!IsWindowChildOf(g.HoveredWindow, window))
return false;
break;
default:
- if (g.HoveredWindow != g.CurrentWindow)
+ if (g.HoveredWindow != window)
return false;
break;
}
@@ -6502,11 +6691,11 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
}
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
-// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
- return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
+ return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
}
float ImGui::GetWindowWidth()
@@ -6544,6 +6733,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
ImVec2 offset = window->Pos - old_pos;
window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
+ window->DC.IdealMaxPos += offset;
window->DC.CursorStartPos += offset;
}
@@ -6619,6 +6809,13 @@ void ImGui::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);
@@ -6694,7 +6891,14 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size)
{
ImGuiContext& g = *GImGui;
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
- g.NextWindowData.ContentSizeVal = size;
+ g.NextWindowData.ContentSizeVal = ImFloor(size);
+}
+
+void ImGui::SetNextWindowScroll(const ImVec2& scroll)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
+ g.NextWindowData.ScrollVal = scroll;
}
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
@@ -6719,104 +6923,569 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
g.NextWindowData.BgAlphaVal = alpha;
}
-// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions.
-ImVec2 ImGui::GetContentRegionMax()
+ImDrawList* ImGui::GetWindowDrawList()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DrawList;
+}
+
+ImFont* ImGui::GetFont()
+{
+ return GImGui->Font;
+}
+
+float ImGui::GetFontSize()
+{
+ return GImGui->FontSize;
+}
+
+ImVec2 ImGui::GetFontTexUvWhitePixel()
+{
+ return GImGui->DrawListSharedData.TexUvWhitePixel;
+}
+
+void ImGui::SetWindowFontScale(float scale)
+{
+ IM_ASSERT(scale > 0.0f);
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->FontWindowScale = scale;
+ g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+}
+
+void ImGui::ActivateItem(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ g.NavNextActivateId = id;
+}
+
+void ImGui::PushFocusScope(ImGuiID id)
{
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;
+ g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);
+ window->DC.NavFocusScopeIdCurrent = id;
}
-// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
-ImVec2 ImGui::GetContentRegionMaxAbs()
+void ImGui::PopFocusScope()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- ImVec2 mx = window->ContentRegionRect.Max;
- if (window->DC.CurrentColumns)
- mx.x = window->WorkRect.Max.x;
- return mx;
+ IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
+ window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();
+ g.FocusScopeStack.pop_back();
}
-ImVec2 ImGui::GetContentRegionAvail()
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+ IM_ASSERT(offset >= -1); // -1 is allowed but not below
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ g.TabFocusRequestNextWindow = window;
+ g.TabFocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset;
+ g.TabFocusRequestNextCounterTabStop = INT_MAX;
+}
+
+void ImGui::SetItemDefaultFocus()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (!window->Appearing)
+ return;
+ if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == window->DC.NavLayerCurrent)
+ {
+ g.NavInitRequest = false;
+ g.NavInitResultId = window->DC.LastItemId;
+ g.NavInitResultRectRel = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
+ NavUpdateAnyRequestFlag();
+ if (!IsItemVisible())
+ SetScrollHereY();
+ }
+}
+
+void ImGui::SetStateStorage(ImGuiStorage* tree)
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return GetContentRegionMaxAbs() - window->DC.CursorPos;
+ window->DC.StateStorage = tree ? tree : &window->StateStorage;
}
-// In window space (not screen space!)
-ImVec2 ImGui::GetWindowContentRegionMin()
+ImGuiStorage* ImGui::GetStateStorage()
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ContentRegionRect.Min - window->Pos;
+ return window->DC.StateStorage;
}
-ImVec2 ImGui::GetWindowContentRegionMax()
+void ImGui::PushID(const char* str_id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiID id = window->GetIDNoKeepAlive(str_id);
+ window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end);
+ window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(const void* ptr_id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiID id = window->GetIDNoKeepAlive(ptr_id);
+ window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(int int_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()
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ContentRegionRect.Max - window->Pos;
+ IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
+ window->IDStack.pop_back();
}
-float ImGui::GetWindowContentRegionWidth()
+ImGuiID ImGui::GetID(const char* str_id)
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ContentRegionRect.GetWidth();
+ return window->GetID(str_id);
}
-float ImGui::GetTextLineHeight()
+ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(str_id_begin, str_id_end);
+}
+
+ImGuiID ImGui::GetID(const void* ptr_id)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(ptr_id);
+}
+
+bool ImGui::IsRectVisible(const ImVec2& size)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
+}
+
+bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] ERROR CHECKING
+//-----------------------------------------------------------------------------
+
+// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
+// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
+// If 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;
+}
+
+static void ImGui::ErrorCheckNewFrameSanityChecks()
{
ImGuiContext& g = *GImGui;
- return g.FontSize;
+
+ // Check user IM_ASSERT macro
+ // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
+ // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
+ // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
+ // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong!
+ // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct!
+ if (true) IM_ASSERT(1); else IM_ASSERT(0);
+
+ // Check user data
+ // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
+ IM_ASSERT(g.Initialized);
+ IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
+ IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
+ IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
+ IM_ASSERT(g.IO.Fonts->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.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
+ IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
+ IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
+ 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: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
+ if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
+ IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
+
+ // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
+ if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
+ g.IO.ConfigWindowsResizeFromEdges = false;
}
-float ImGui::GetTextLineHeightWithSpacing()
+static void ImGui::ErrorCheckEndFrameSanityChecks()
{
ImGuiContext& g = *GImGui;
- return g.FontSize + g.Style.ItemSpacing.y;
+
+ // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
+ // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
+ // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
+ // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
+ // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
+ // while still correctly asserting on mid-frame key press events.
+ const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags();
+ IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
+ IM_UNUSED(key_mod_flags);
+
+ // Recover from errors
+ //ErrorCheckEndFrameRecover();
+
+ // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
+ // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
+ if (g.CurrentWindowStack.Size != 1)
+ {
+ if (g.CurrentWindowStack.Size > 1)
+ {
+ IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
+ while (g.CurrentWindowStack.Size > 1)
+ End();
+ }
+ else
+ {
+ IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
+ }
+ }
+
+ IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
}
-float ImGui::GetFrameHeight()
+// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
+// Must be called during or before EndFrame().
+// This is generally flawed as we are not necessarily End/Popping things in the right order.
+// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
+// FIXME: Can't recover from interleaved BeginTabBar/Begin
+void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
{
+ // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
ImGuiContext& g = *GImGui;
- return g.FontSize + g.Style.FramePadding.y * 2.0f;
+ while (g.CurrentWindowStack.Size > 0)
+ {
+ while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
+ EndTable();
+ }
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(window != NULL);
+ while (g.CurrentTabBar != NULL) //-V1044
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
+ EndTabBar();
+ }
+ while (window->DC.TreeDepth > 0)
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
+ TreePop();
+ }
+ while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack)
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
+ EndGroup();
+ }
+ while (window->IDStack.Size > 1)
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
+ PopID();
+ }
+ while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack)
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
+ PopStyleColor();
+ }
+ while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack)
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
+ PopStyleVar();
+ }
+ while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack)
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
+ PopFocusScope();
+ }
+ if (g.CurrentWindowStack.Size == 1)
+ {
+ IM_ASSERT(g.CurrentWindow->IsFallbackWindow);
+ break;
+ }
+ IM_ASSERT(window == g.CurrentWindow);
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
+ EndChild();
+ }
+ else
+ {
+ if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
+ End();
+ }
+ }
}
-float ImGui::GetFrameHeightWithSpacing()
+// Save current stack sizes for later compare
+void ImGuiStackSizes::SetToCurrentState()
{
ImGuiContext& g = *GImGui;
- return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
+ ImGuiWindow* window = g.CurrentWindow;
+ SizeOfIDStack = (short)window->IDStack.Size;
+ SizeOfColorStack = (short)g.ColorStack.Size;
+ SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
+ SizeOfFontStack = (short)g.FontStack.Size;
+ SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
+ SizeOfGroupStack = (short)g.GroupStack.Size;
+ SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
}
-ImDrawList* ImGui::GetWindowDrawList()
+// Compare to detect usage errors
+void ImGuiStackSizes::CompareWithCurrentState()
{
- ImGuiWindow* window = GetCurrentWindow();
- return window->DrawList;
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_UNUSED(window);
+
+ // Window stacks
+ // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
+ IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!");
+
+ // Global stacks
+ // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
+ IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!");
+ IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
+ IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!");
+ IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!");
+ IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!");
+ IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!");
}
-ImFont* ImGui::GetFont()
+
+//-----------------------------------------------------------------------------
+// [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.
+//-----------------------------------------------------------------------------
+
+// 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)
{
- return GImGui->Font;
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ // We increase the height in this function to accommodate for baseline offset.
+ // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
+ // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
+ const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
+ const float line_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();
}
-float ImGui::GetFontSize()
+void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
{
- return GImGui->FontSize;
+ ItemSize(bb.GetSize(), text_baseline_y);
}
-ImVec2 ImGui::GetFontTexUvWhitePixel()
+// 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, ImGuiItemAddFlags flags)
{
- return GImGui->DrawListSharedData.TexUvWhitePixel;
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (id != 0)
+ {
+ // Navigation processing runs prior to clipping early-out
+ // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
+ // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
+ // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
+ // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
+ // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
+ // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
+ // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
+ // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
+ window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
+ if (g.NavId == id || g.NavAnyRequest)
+ if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
+ if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
+ NavProcessItem(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]
+
+ // Tab stop handling (previously was using internal ItemFocusable() api)
+ // FIXME-NAV: We would now want to move this above the clipping test, but this would require being able to scroll and currently this would mean an extra frame. (#4079, #343)
+ if (flags & ImGuiItemAddFlags_Focusable)
+ ItemFocusable(window, id);
+
+ // 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;
}
-void ImGui::SetWindowFontScale(float scale)
+// 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->FontWindowScale = scale;
- g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+ 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.
@@ -6866,155 +7535,190 @@ ImVec2 ImGui::GetCursorStartPos()
return window->DC.CursorStartPos - window->Pos;
}
-ImVec2 ImGui::GetCursorScreenPos()
+void ImGui::Indent(float indent_w)
{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CursorPos;
+ 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::SetCursorScreenPos(const ImVec2& pos)
+void ImGui::Unindent(float indent_w)
{
+ ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
- window->DC.CursorPos = pos;
- window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+ 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::ActivateItem(ImGuiID id)
+// Affect large frame+labels widgets only.
+void ImGui::SetNextItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
- g.NavNextActivateId = id;
+ g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
+ g.NextItemData.Width = item_width;
}
-void ImGui::PushFocusScope(ImGuiID id)
+// FIXME: Remove the == 0.0f behavior?
+void ImGui::PushItemWidth(float item_width)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent);
- window->DC.NavFocusScopeIdCurrent = id;
+ window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
+ window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
+ g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
-void ImGui::PopFocusScope()
+void ImGui::PushMultiItemsWidths(int components, float w_full)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- window->DC.NavFocusScopeIdCurrent = window->IDStack.back();
- window->IDStack.pop_back();
+ const ImGuiStyle& style = g.Style;
+ const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
+ const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
+ window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
+ window->DC.ItemWidthStack.push_back(w_item_last);
+ for (int i = 0; i < components - 2; i++)
+ window->DC.ItemWidthStack.push_back(w_item_one);
+ window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
+ g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
}
-void ImGui::SetKeyboardFocusHere(int offset)
+void ImGui::PopItemWidth()
{
- 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;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ItemWidth = window->DC.ItemWidthStack.back();
+ window->DC.ItemWidthStack.pop_back();
}
-void ImGui::SetItemDefaultFocus()
+// 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;
- if (!window->Appearing)
- return;
- if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent)
+ float w;
+ if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
+ w = g.NextItemData.Width;
+ else
+ w = window->DC.ItemWidth;
+ if (w < 0.0f)
{
- g.NavInitRequest = false;
- g.NavInitResultId = g.NavWindow->DC.LastItemId;
- g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
- NavUpdateAnyRequestFlag();
- if (!IsItemVisible())
- SetScrollHereY();
+ float region_max_x = GetContentRegionMaxAbs().x;
+ w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
}
+ w = IM_FLOOR(w);
+ return w;
}
-void ImGui::SetStateStorage(ImGuiStorage* tree)
+// [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;
- window->DC.StateStorage = tree ? tree : &window->StateStorage;
-}
-ImGuiStorage* ImGui::GetStateStorage()
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->DC.StateStorage;
-}
+ ImVec2 region_max;
+ if (size.x < 0.0f || size.y < 0.0f)
+ region_max = GetContentRegionMaxAbs();
-void ImGui::PushID(const char* str_id)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- window->IDStack.push_back(window->GetIDNoKeepAlive(str_id));
+ 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;
}
-void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
+float ImGui::GetTextLineHeight()
{
- ImGuiWindow* window = GImGui->CurrentWindow;
- window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end));
+ ImGuiContext& g = *GImGui;
+ return g.FontSize;
}
-void ImGui::PushID(const void* ptr_id)
+float ImGui::GetTextLineHeightWithSpacing()
{
- ImGuiWindow* window = GImGui->CurrentWindow;
- window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
+ ImGuiContext& g = *GImGui;
+ return g.FontSize + g.Style.ItemSpacing.y;
}
-void ImGui::PushID(int int_id)
+float ImGui::GetFrameHeight()
{
- ImGuiWindow* window = GImGui->CurrentWindow;
- window->IDStack.push_back(window->GetIDNoKeepAlive(int_id));
+ ImGuiContext& g = *GImGui;
+ return g.FontSize + g.Style.FramePadding.y * 2.0f;
}
-// Push a given id value ignoring the ID stack as a seed.
-void ImGui::PushOverrideID(ImGuiID id)
+float ImGui::GetFrameHeightWithSpacing()
{
- ImGuiWindow* window = GImGui->CurrentWindow;
- window->IDStack.push_back(id);
+ ImGuiContext& g = *GImGui;
+ return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
}
-void ImGui::PopID()
+// 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()
{
- ImGuiWindow* window = GImGui->CurrentWindow;
- window->IDStack.pop_back();
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
+ if (window->DC.CurrentColumns || g.CurrentTable)
+ mx.x = window->WorkRect.Max.x - window->Pos.x;
+ return mx;
}
-ImGuiID ImGui::GetID(const char* str_id)
+// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
+ImVec2 ImGui::GetContentRegionMaxAbs()
{
- ImGuiWindow* window = GImGui->CurrentWindow;
- return window->GetID(str_id);
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImVec2 mx = window->ContentRegionRect.Max;
+ if (window->DC.CurrentColumns || g.CurrentTable)
+ mx.x = window->WorkRect.Max.x;
+ return mx;
}
-ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
+ImVec2 ImGui::GetContentRegionAvail()
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->GetID(str_id_begin, str_id_end);
+ return GetContentRegionMaxAbs() - window->DC.CursorPos;
}
-ImGuiID ImGui::GetID(const void* ptr_id)
+// In window space (not screen space!)
+ImVec2 ImGui::GetWindowContentRegionMin()
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->GetID(ptr_id);
+ return window->ContentRegionRect.Min - window->Pos;
}
-bool ImGui::IsRectVisible(const ImVec2& size)
+ImVec2 ImGui::GetWindowContentRegionMax()
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
+ return window->ContentRegionRect.Max - window->Pos;
}
-bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
+float ImGui::GetWindowContentRegionWidth()
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
+ 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 = GetCurrentWindow();
+ ImGuiWindow* window = g.CurrentWindow;
- window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
- ImGuiGroupData& group_data = window->DC.GroupStack.back();
+ g.GroupStack.resize(g.GroupStack.Size + 1);
+ ImGuiGroupData& group_data = g.GroupStack.back();
+ group_data.WindowID = window->ID;
group_data.BackupCursorPos = window->DC.CursorPos;
group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
group_data.BackupIndent = window->DC.Indent;
@@ -7022,6 +7726,7 @@ void ImGui::BeginGroup()
group_data.BackupCurrLineSize = window->DC.CurrLineSize;
group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
+ group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
group_data.EmitItem = true;
@@ -7030,16 +7735,17 @@ void ImGui::BeginGroup()
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
+ g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
}
void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
- ImGuiGroupData& group_data = window->DC.GroupStack.back();
+ ImGuiGroupData& group_data = g.GroupStack.back();
+ IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
@@ -7050,11 +7756,11 @@ void ImGui::EndGroup()
window->DC.CurrLineSize = group_data.BackupCurrLineSize;
window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
if (g.LogEnabled)
- g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
+ g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
if (!group_data.EmitItem)
{
- window->DC.GroupStack.pop_back();
+ g.GroupStack.pop_back();
return;
}
@@ -7065,15 +7771,20 @@ void ImGui::EndGroup()
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
// Also if you grep for LastItemId you'll notice it is only used in that context.
- // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
+ // (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 && g.ActiveIdPreviousFrameIsAlive;
+ 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 Hovered flag
+ const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
+ if (group_contains_curr_hovered_id)
+ window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+
// Forward Edited flag
if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
@@ -7083,134 +7794,59 @@ void ImGui::EndGroup()
if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated;
- window->DC.GroupStack.pop_back();
+ g.GroupStack.pop_back();
//window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
}
-// Gets back to previous line and continue with horizontal layout
-// offset_from_start_x == 0 : follow right after previous item
-// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
-// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
-// spacing_w >= 0 : enforce spacing amount
-void ImGui::SameLine(float offset_from_start_x, float spacing_w)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- ImGuiContext& g = *GImGui;
- if (offset_from_start_x != 0.0f)
- {
- if (spacing_w < 0.0f) spacing_w = 0.0f;
- window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
- window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
- }
- else
- {
- if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
- window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
- window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
- }
- window->DC.CurrLineSize = window->DC.PrevLineSize;
- window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
-}
-
-void ImGui::Indent(float indent_w)
-{
- ImGuiContext& g = *GImGui;
- 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;
-}
-
//-----------------------------------------------------------------------------
-// [SECTION] ERROR CHECKING
+// [SECTION] SCROLLING
//-----------------------------------------------------------------------------
-static void ImGui::ErrorCheckEndFrame()
-{
- // 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).
- ImGuiContext& g = *GImGui;
- if (g.CurrentWindowStack.Size != 1)
- {
- if (g.CurrentWindowStack.Size > 1)
- {
- IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
- while (g.CurrentWindowStack.Size > 1)
- End();
- }
- else
- {
- IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
- }
- }
-
-}
-
-// 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)
+// 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)
{
- ImGuiContext& g = *GImGui;
- short* p = &window->DC.StackSizesBackup[0];
-
- // 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));
+ 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;
}
-
-//-----------------------------------------------------------------------------
-// [SECTION] SCROLLING
-//-----------------------------------------------------------------------------
-
-static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
+static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
{
- ImGuiContext& g = *GImGui;
ImVec2 scroll = window->Scroll;
if (window->ScrollTarget.x < FLT_MAX)
{
- float cr_x = window->ScrollTargetCenterRatio.x;
- float target_x = window->ScrollTarget.x;
- if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
- target_x = 0.0f;
- else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
- target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
- scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
+ float decoration_total_width = window->ScrollbarSizes.x;
+ float center_x_ratio = window->ScrollTargetCenterRatio.x;
+ float scroll_target_x = window->ScrollTarget.x;
+ if (window->ScrollTargetEdgeSnapDist.x > 0.0f)
+ {
+ float snap_x_min = 0.0f;
+ float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width;
+ scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);
+ }
+ scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width);
}
if (window->ScrollTarget.y < FLT_MAX)
{
- // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
- float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
- float cr_y = window->ScrollTargetCenterRatio.y;
- float target_y = window->ScrollTarget.y;
- if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
- target_y = 0.0f;
- if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
- target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
- scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height);
- }
- scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
+ float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y;
+ float center_y_ratio = window->ScrollTargetCenterRatio.y;
+ float scroll_target_y = window->ScrollTarget.y;
+ if (window->ScrollTargetEdgeSnapDist.y > 0.0f)
+ {
+ float snap_y_min = 0.0f;
+ float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height;
+ scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);
+ }
+ scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height);
+ }
+ scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));
+ scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));
if (!window->Collapsed && !window->SkipItems)
{
scroll.x = ImMin(scroll.x, window->ScrollMax.x);
@@ -7230,7 +7866,7 @@ ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_
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);
+ 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)
@@ -7238,7 +7874,7 @@ ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_
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, false);
+ ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
delta_scroll = next_scroll - window->Scroll;
}
@@ -7273,49 +7909,58 @@ float ImGui::GetScrollMaxY()
return window->ScrollMax.y;
}
-void ImGui::SetScrollX(float scroll_x)
+void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
{
- ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.x = scroll_x;
window->ScrollTargetCenterRatio.x = 0.0f;
+ window->ScrollTargetEdgeSnapDist.x = 0.0f;
}
-void ImGui::SetScrollY(float scroll_y)
+void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
{
- ImGuiWindow* window = GetCurrentWindow();
window->ScrollTarget.y = scroll_y;
window->ScrollTargetCenterRatio.y = 0.0f;
+ window->ScrollTargetEdgeSnapDist.y = 0.0f;
}
-void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
+void ImGui::SetScrollX(float scroll_x)
{
- window->ScrollTarget.x = new_scroll_x;
- window->ScrollTargetCenterRatio.x = 0.0f;
+ ImGuiContext& g = *GImGui;
+ SetScrollX(g.CurrentWindow, scroll_x);
}
-void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
+void ImGui::SetScrollY(float scroll_y)
{
- window->ScrollTarget.y = new_scroll_y;
- window->ScrollTargetCenterRatio.y = 0.0f;
+ 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)
{
- // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
- window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x);
+ window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset
window->ScrollTargetCenterRatio.x = center_x_ratio;
+ window->ScrollTargetEdgeSnapDist.x = 0.0f;
}
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
{
- // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
- const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
+ const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect;
local_y -= decoration_up_height;
- window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y);
+ window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset
window->ScrollTargetCenterRatio.y = center_y_ratio;
+ window->ScrollTargetEdgeSnapDist.y = 0.0f;
}
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
@@ -7335,10 +7980,12 @@ void ImGui::SetScrollHereX(float center_x_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
- float last_item_width = window->DC.LastItemRect.GetWidth();
- target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
- SetScrollFromPosX(target_x, center_x_ratio);
+ float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
+ float target_pos_x = ImLerp(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.
@@ -7346,9 +7993,12 @@ void ImGui::SetScrollHereY(float center_y_ratio)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
- target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
- SetScrollFromPosY(target_y, center_y_ratio);
+ float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
+ float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
+ SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
+
+ // Tweak: snap on edges when aiming at an item very close to the edge
+ window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
}
//-----------------------------------------------------------------------------
@@ -7364,7 +8014,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt
{
ImGuiContext& g = *GImGui;
- if (g.DragDropWithinSourceOrTarget)
+ if (g.DragDropWithinSource || g.DragDropWithinTarget)
{
// The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
// In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
@@ -7385,10 +8035,10 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt
{
// Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
window->Hidden = true;
- window->HiddenFramesCanSkipItems = 1;
+ window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
}
- ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
+ ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
Begin(window_name, NULL, flags | extra_flags);
}
@@ -7417,43 +8067,82 @@ void ImGui::SetTooltip(const char* fmt, ...)
// [SECTION] POPUPS
//-----------------------------------------------------------------------------
-bool ImGui::IsPopupOpen(ImGuiID id)
+// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
+bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
- return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
+ if (popup_flags & ImGuiPopupFlags_AnyPopupId)
+ {
+ // Return true if any popup is open at the current BeginPopup() level of the popup stack
+ // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
+ IM_ASSERT(id == 0);
+ if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
+ return g.OpenPopupStack.Size > 0;
+ else
+ return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
+ }
+ else
+ {
+ if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
+ {
+ // Return true if the popup is open anywhere in the popup stack
+ for (int n = 0; n < g.OpenPopupStack.Size; n++)
+ if (g.OpenPopupStack[n].PopupId == id)
+ return true;
+ return false;
+ }
+ else
+ {
+ // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
+ return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
+ }
+ }
}
-bool ImGui::IsPopupOpen(const char* str_id)
+bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
- return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
+ ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
+ if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
+ IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
+ return IsPopupOpen(id, popup_flags);
}
ImGuiWindow* ImGui::GetTopMostPopupModal()
{
ImGuiContext& g = *GImGui;
- for (int n = g.OpenPopupStack.Size-1; n >= 0; n--)
+ 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)
+void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
- OpenPopupEx(g.CurrentWindow->GetID(str_id));
+ OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags);
+}
+
+void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+ OpenPopupEx(id, popup_flags);
}
// Mark popup as open (toggle toward open state).
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
-void ImGui::OpenPopupEx(ImGuiID id)
+void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* parent_window = g.CurrentWindow;
- int current_stack_size = g.BeginPopupStack.Size;
+ const int current_stack_size = g.BeginPopupStack.Size;
+
+ if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
+ if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))
+ return;
+
ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
popup_ref.PopupId = id;
popup_ref.Window = NULL;
@@ -7463,7 +8152,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
- //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id);
+ IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id);
if (g.OpenPopupStack.Size < current_stack_size + 1)
{
g.OpenPopupStack.push_back(popup_ref);
@@ -7480,8 +8169,8 @@ void ImGui::OpenPopupEx(ImGuiID id)
else
{
// Close child popups if any, then flag popup for open/reopen
- g.OpenPopupStack.resize(current_stack_size + 1);
- g.OpenPopupStack[current_stack_size] = popup_ref;
+ ClosePopupToLevel(current_stack_size, false);
+ g.OpenPopupStack.push_back(popup_ref);
}
// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
@@ -7491,13 +8180,14 @@ void ImGui::OpenPopupEx(ImGuiID id)
}
}
+// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+// This function closes any popups that are over 'ref_window'.
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
{
ImGuiContext& g = *GImGui;
- if (g.OpenPopupStack.empty())
+ if (g.OpenPopupStack.Size == 0)
return;
- // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
// Don't close our own child popup windows.
int popup_count_to_keep = 0;
if (ref_window)
@@ -7512,19 +8202,26 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
continue;
- // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow)
- bool popup_or_descendent_is_ref_window = false;
- for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++)
- if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window)
+ // 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)
- popup_or_descendent_is_ref_window = true;
- if (!popup_or_descendent_is_ref_window)
+ {
+ ref_window_is_descendent_of_popup = true;
+ break;
+ }
+ if (!ref_window_is_descendent_of_popup)
break;
}
}
if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
{
- //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
+ 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);
}
}
@@ -7532,7 +8229,10 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
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);
@@ -7546,7 +8246,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
}
else
{
- if (g.NavLayer == 0 && focus_window)
+ if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
focus_window = NavRestoreLastChildNavWindow(focus_window);
FocusWindow(focus_window);
}
@@ -7574,7 +8274,7 @@ void ImGui::CloseCurrentPopup()
break;
popup_idx--;
}
- //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, 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.
@@ -7584,10 +8284,11 @@ void ImGui::CloseCurrentPopup()
window->DC.NavHideHighlightOneFrame = true;
}
+// Attention! BeginPopup() adds default flags which BeginPopupEx()!
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
- if (!IsPopupOpen(id))
+ if (!IsPopupOpen(id, ImGuiPopupFlags_None))
{
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false;
@@ -7626,18 +8327,22 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = window->GetID(name);
- if (!IsPopupOpen(id))
+ if (!IsPopupOpen(id, ImGuiPopupFlags_None))
{
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false;
}
- // Center modal windows by default
+ // Center modal windows by default for increased visibility
+ // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
- SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
+ {
+ const ImGuiViewport* viewport = GetMainViewport();
+ SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
+ }
- flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings;
+ flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
const bool is_open = Begin(name, p_open, flags);
if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
{
@@ -7657,9 +8362,10 @@ void ImGui::EndPopup()
IM_ASSERT(g.BeginPopupStack.Size > 0);
// Make all menus and popups wrap around for now, may need to expose that policy.
- NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
+ if (g.NavWindow == window)
+ NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
- // Child-popups don't need to be layed out
+ // Child-popups don't need to be laid out
IM_ASSERT(g.WithinEndChild == false);
if (window->Flags & ImGuiWindowFlags_ChildWindow)
g.WithinEndChild = true;
@@ -7667,57 +8373,80 @@ void ImGui::EndPopup()
g.WithinEndChild = false;
}
-bool ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiMouseButton mouse_button)
+// 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);
- return true;
+ OpenPopupEx(id, popup_flags);
}
- return false;
}
// 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, ImGuiMouseButton mouse_button)
+// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
+// - To create a popup with a specific identifier, pass it in str_id.
+// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
+// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
+// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
+// This is essentially the same as:
+// id = str_id ? GetID(str_id) : GetItemID();
+// OpenPopupOnItemClick(str_id);
+// return BeginPopup(id);
+// Which is essentially the same as:
+// id = str_id ? GetID(str_id) : GetItemID();
+// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
+// OpenPopup(id);
+// return BeginPopup(id);
+// The main difference being that this is tweaked to avoid computing the ID twice.
+bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiWindow* window = GImGui->CurrentWindow;
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);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
+ OpenPopupEx(id, popup_flags);
+ return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}
-bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mouse_button, bool also_over_items)
+bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
{
+ ImGuiWindow* window = GImGui->CurrentWindow;
if (!str_id)
str_id = "window_context";
- ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
+ ImGuiID id = window->GetID(str_id);
+ int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- if (also_over_items || !IsAnyItemHovered())
- OpenPopupEx(id);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
+ 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, ImGuiMouseButton mouse_button)
+bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
{
+ ImGuiWindow* window = GImGui->CurrentWindow;
if (!str_id)
str_id = "void_context";
- ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
+ ImGuiID id = window->GetID(str_id);
+ int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
- OpenPopupEx(id);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
+ 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);
@@ -7745,37 +8474,60 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
}
}
- // Default popup policy
- const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
- for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+ // Tooltip and Default popup policy
+ // (Always first try the direction we used on the last frame, if any)
+ if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
{
- const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
- if (n != -1 && dir == *last_dir) // Already tried this direction?
- 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;
+ 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, try to keep within display
+ // Fallback when not enough room:
*last_dir = ImGuiDir_None;
+
+ // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+ if (policy == ImGuiPopupPositionPolicy_Tooltip)
+ return ref_pos + ImVec2(2, 2);
+
+ // Otherwise try to keep within display
ImVec2 pos = ref_pos;
pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
return pos;
}
+// 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;
IM_UNUSED(window);
- ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
- ImRect r_screen = GetViewportRect();
+ ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
+ ImVec2 padding = g.Style.DisplaySafeAreaPadding;
r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
return r_screen;
}
@@ -7794,15 +8546,15 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
ImRect r_avoid;
if (parent_window->DC.MenuBarAppending)
- r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
+ r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
else
r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
- return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
+ return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
}
if (window->Flags & ImGuiWindowFlags_Popup)
{
ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
- return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
+ return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
}
if (window->Flags & ImGuiWindowFlags_Tooltip)
{
@@ -7814,40 +8566,29 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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;
+ 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)
+// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.
+void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
- IM_ASSERT(g.NavWindow);
- IM_ASSERT(nav_layer == 0 || nav_layer == 1);
+ IM_ASSERT(g.NavWindow != NULL);
+ IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
g.NavId = id;
+ g.NavLayer = nav_layer;
g.NavFocusScopeId = focus_scope_id;
g.NavWindow->NavLastIds[nav_layer] = id;
-}
-
-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;
+ //g.NavDisableHighlight = false;
+ //g.NavDisableMouseHover = g.NavMousePosDirty = true;
}
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
@@ -7904,15 +8645,15 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
}
}
-// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
-static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
+// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
+static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
{
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)
+ 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
@@ -7933,7 +8674,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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);
+ 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)
@@ -7974,7 +8715,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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->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.
@@ -7988,7 +8729,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
}
}
- #endif
+#endif
// Is it in the quadrant we're interesting in moving to?
bool new_best = false;
@@ -8026,7 +8767,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
// 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
// Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
- if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
+ if (g.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;
@@ -8036,6 +8777,14 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
return new_best;
}
+static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel)
+{
+ result->Window = window;
+ result->ID = id;
+ result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
+ result->RectRel = nav_bb_rel;
+}
+
// 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)
{
@@ -8043,7 +8792,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
//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 ImGuiItemFlags item_flags = g.CurrentItemFlags;
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
// Process Init Request
@@ -8064,9 +8813,9 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
// 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)))
+ if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
{
- ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+ ImGuiNavItemData* 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)
@@ -8076,25 +8825,14 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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;
- }
+ NavApplyItemToResult(result, window, id, 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;
- }
+ NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel);
}
// Update window-relative bounding box of navigated item
@@ -8104,7 +8842,6 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
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)
}
}
@@ -8137,67 +8874,50 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
{
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];
- 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);
- }
+ // 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_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;
+ ImGuiWindow* parent = nav_window;
+ while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+ parent = parent->ParentWindow;
+ if (parent && parent != nav_window)
+ parent->NavLastChildNavWindow = nav_window;
}
// Restore the last focused child.
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
{
- return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
+ if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
+ return window->NavLastChildNavWindow;
+ return window;
}
-static void NavRestoreLayer(ImGuiNavLayer layer)
+void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
{
ImGuiContext& g = *GImGui;
- g.NavLayer = layer;
- if (layer == 0)
- g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
+ if (layer == ImGuiNavLayer_Main)
+ g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
ImGuiWindow* window = g.NavWindow;
- if (layer == 0 && window->NavLastIds[0] != 0)
- ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]);
+ if (window->NavLastIds[layer] != 0)
+ {
+ SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = g.NavMousePosDirty = true;
+ }
else
- ImGui::NavInitWindow(window, true);
+ {
+ g.NavLayer = layer;
+ NavInitWindow(window, true);
+ }
}
static inline void ImGui::NavUpdateAnyRequestFlag()
@@ -8213,14 +8933,20 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(window == g.NavWindow);
+
+ if (window->Flags & ImGuiWindowFlags_NoNavInputs)
+ {
+ g.NavId = g.NavFocusScopeId = 0;
+ return;
+ }
+
bool init_for_nav = false;
- if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
- if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
- init_for_nav = true;
- //IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
+ if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
+ init_for_nav = true;
+ IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
if (init_for_nav)
{
- SetNavID(0, g.NavLayer, 0);
+ SetNavID(0, g.NavLayer, 0, ImRect());
g.NavInitRequest = true;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
@@ -8249,8 +8975,8 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
// 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.
+ ImGuiViewport* viewport = GetMainViewport();
+ return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
}
}
@@ -8295,23 +9021,30 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
static void ImGui::NavUpdate()
{
ImGuiContext& g = *GImGui;
- g.IO.WantSetMousePos = false;
+ 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 = (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;
+ 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_Gamepad)
+ {
+ 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_Gamepad;
+ }
// Update Keyboard->Nav inputs mapping
if (nav_keyboard_active)
{
- #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0)
+ #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
@@ -8319,30 +9052,29 @@ static void ImGui::NavUpdate()
NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
- 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.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
- g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
+ if (io.KeyCtrl)
+ io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
+ if (io.KeyShift)
+ io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
+
+ // AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl)
+ // But also even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
+ if (io.KeyAlt && !io.KeyCtrl)
+ io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
+
+ // We automatically cancel toggling nav layer when any text has been typed while holding Alt. (See #370)
+ if (io.KeyAlt && !io.KeyCtrl && g.NavWindowingToggleLayer && io.InputQueueCharacters.Size > 0)
+ g.NavWindowingToggleLayer = false;
+
#undef NAV_MAP_KEY
}
- memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
- for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
- 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;
+ 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)
- // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
- if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow)
- {
- // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
- //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%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;
- }
+ if (g.NavInitResultId != 0)
+ NavUpdateInitResult();
g.NavInitRequest = false;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
@@ -8365,14 +9097,12 @@ static void ImGui::NavUpdate()
if (g.NavMousePosDirty && g.NavIdIsAlive)
{
// Set mouse position given our knowledge of the navigated item position from last frame
- if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
- {
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
{
- g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
- g.IO.WantSetMousePos = true;
+ io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
+ io.WantSetMousePos = true;
}
- }
g.NavMousePosDirty = false;
}
g.NavIdIsAlive = false;
@@ -8382,36 +9112,39 @@ static void ImGui::NavUpdate()
// 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 == 0)
+ 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
- g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
- g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
+ io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
+ io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
// Process NavCancel input (to close a popup, get back to parent, clear focus)
if (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)
+ else if (g.NavLayer != ImGuiNavLayer_Main)
+ {
+ // Leave the "menu" layer
+ NavRestoreLayer(ImGuiNavLayer_Main);
+ }
+ else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
{
// Exit child window
ImGuiWindow* child_window = g.NavWindow;
ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
IM_ASSERT(child_window->ChildId != 0);
+ ImRect child_rect = child_window->Rect();
FocusWindow(parent_window);
- SetNavID(child_window->ChildId, 0, 0);
- // Reassigning with same value, we're being explicit here.
- g.NavIdIsAlive = false; // -V1048
- if (g.NavDisableMouseHover)
- g.NavMousePosDirty = true;
+ SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos));
}
else if (g.OpenPopupStack.Size > 0)
{
@@ -8419,11 +9152,6 @@ static void ImGui::NavUpdate()
if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
}
- else if (g.NavLayer != 0)
- {
- // Leave the "menu" layer
- NavRestoreLayer(ImGuiNavLayer_Main);
- }
else
{
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
@@ -8480,6 +9208,7 @@ static void ImGui::NavUpdate()
// (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;
}
@@ -8493,11 +9222,12 @@ static void ImGui::NavUpdate()
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] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
+ 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
@@ -8510,8 +9240,8 @@ static void ImGui::NavUpdate()
{
// *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 * g.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)
+ 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.NavLayersActiveMask == 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));
@@ -8521,17 +9251,11 @@ static void ImGui::NavUpdate()
// *Normal* Manual scroll with NavScrollXXX keys
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
- ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
+ ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, 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));
- g.NavMoveFromClampedRefRect = true;
- }
if (scroll_dir.y != 0.0f)
- {
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
- g.NavMoveFromClampedRefRect = true;
- }
}
// Reset search results
@@ -8539,28 +9263,30 @@ static void ImGui::NavUpdate()
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)
+ // 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_Gamepad && 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));
+ 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].ClipWith(window_rect_rel);
+ window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
g.NavId = g.NavFocusScopeId = 0;
}
- g.NavMoveFromClampedRefRect = false;
}
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
- ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
- g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
- g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
- g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
- g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
- IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
+ 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
@@ -8573,6 +9299,24 @@ static void ImGui::NavUpdate()
#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)
+ // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
+ IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
+ SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
+ if (g.NavInitRequestFromMove)
+ {
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = g.NavMousePosDirty = true;
+ }
+}
+
// Apply result from previous frame navigation directional move request
static void ImGui::NavUpdateMoveResult()
{
@@ -8589,7 +9333,7 @@ static void ImGui::NavUpdateMoveResult()
}
// Select which result to use
- ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+ ImGuiNavItemData* 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)
@@ -8603,7 +9347,7 @@ static void ImGui::NavUpdateMoveResult()
IM_ASSERT(g.NavWindow && result->Window);
// Scroll to keep newly navigated item fully into view.
- if (g.NavLayer == 0)
+ if (g.NavLayer == ImGuiNavLayer_Main)
{
ImVec2 delta_scroll;
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
@@ -8630,34 +9374,38 @@ static void ImGui::NavUpdateMoveResult()
// 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;
}
- SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
- g.NavMoveFromClampedRefRect = false;
+ IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
+ SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = g.NavMousePosDirty = true;
}
// 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 != 0)
+ 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(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
- const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
- const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
- const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
+ 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)
+ if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
{
// Fallback manual-scroll when window has no navigable item
- if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
+ if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
- else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
+ else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
else if (home_pressed)
SetScrollY(window, 0.0f);
@@ -8669,14 +9417,14 @@ static float ImGui::NavUpdatePageUpPageDown()
ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
float nav_scoring_rect_offset_y = 0.0f;
- if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
+ 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(g.IO.KeyMap[ImGuiKey_PageDown], true))
+ 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)
@@ -8708,13 +9456,75 @@ static float ImGui::NavUpdatePageUpPageDown()
return 0.0f;
}
-static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
+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)
{
ImGuiContext& g = *GImGui;
- for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--)
- if (g.WindowsFocusOrder[i] == window)
- return i;
- return -1;
+ IM_UNUSED(g);
+ int order = window->FocusOrder;
+ IM_ASSERT(g.WindowsFocusOrder[order] == window);
+ return order;
}
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
@@ -8752,11 +9562,9 @@ static void ImGui::NavUpdateWindowing()
bool apply_toggle_layer = false;
ImGuiWindow* modal_window = GetTopMostPopupModal();
- if (modal_window != NULL)
- {
+ bool allow_windowing = (modal_window == NULL);
+ if (!allow_windowing)
g.NavWindowingTarget = NULL;
- return;
- }
// Fade out
if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
@@ -8767,20 +9575,20 @@ static void ImGui::NavUpdateWindowing()
}
// Start CTRL-TAB or Square+L/R window selection
- bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
- bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
+ 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->RootWindow; // FIXME-DOCK: Will need to use 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;
+ g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
}
// Gamepad update
g.NavWindowingTimer += g.IO.DeltaTime;
- if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
+ if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
{
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
@@ -8806,7 +9614,7 @@ static void ImGui::NavUpdateWindowing()
}
// Keyboard: Focus
- if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
+ if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
@@ -8817,7 +9625,7 @@ static void ImGui::NavUpdateWindowing()
}
// 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
+ // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend 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))
@@ -8828,17 +9636,18 @@ static void ImGui::NavUpdateWindowing()
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
ImVec2 move_delta;
- if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
+ if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
- if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+ if (g.NavInputSource == ImGuiInputSource_Gamepad)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
{
const float NAV_MOVE_SPEED = 800.0f;
- const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
- SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always);
+ const float move_speed = ImFloor(NAV_MOVE_SPEED * 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;
- MarkIniSettingsDirty(g.NavWindowingTarget);
}
}
@@ -8854,8 +9663,14 @@ static void ImGui::NavUpdateWindowing()
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))
+ // If the window has ONLY a menu layer (no main layer), select it directly
+ // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
+ // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
+ // the target window as already been previewed once.
+ // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
+ // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
+ // won't be valid.
+ if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
g.NavLayer = ImGuiNavLayer_Menu;
}
if (apply_focus_window)
@@ -8864,10 +9679,12 @@ static void ImGui::NavUpdateWindowing()
// Apply menu/layer toggle
if (apply_toggle_layer && g.NavWindow)
{
+ ClearActiveID();
+
// Move to parent menu if necessary
ImGuiWindow* new_nav_window = g.NavWindow;
while (new_nav_window->ParentWindow
- && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
+ && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
&& (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
&& (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
new_nav_window = new_nav_window->ParentWindow;
@@ -8880,8 +9697,10 @@ static void ImGui::NavUpdateWindowing()
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
- // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID.
- const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
+ // Reinitialize navigation when entering menu bar with the Alt key.
+ const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
+ if (new_nav_layer == ImGuiNavLayer_Menu)
+ g.NavWindow->NavLastIds[new_nav_layer] = 0;
NavRestoreLayer(new_nav_layer);
}
}
@@ -8905,15 +9724,17 @@ void ImGui::NavUpdateWindowingOverlay()
if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
return;
- 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));
+ if (g.NavWindowingListWindow == NULL)
+ g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
+ const ImGuiViewport* viewport = GetMainViewport();
+ SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
+ SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
{
ImGuiWindow* window = g.WindowsFocusOrder[n];
+ IM_ASSERT(window != NULL); // Fix static analyzers
if (!IsWindowNavFocusable(window))
continue;
const char* label = window->Name;
@@ -8944,27 +9765,45 @@ void ImGui::ClearDragDrop()
memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
}
-// Call when current ID is active.
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
+// If the item has an identifier:
+// - This assume/require the item to be activated (typically via ButtonBehavior).
+// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
+// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
+// If the item has no identifier:
+// - Currently always assume left mouse button.
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
+ // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
+ // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
+ ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
+
bool source_drag_active = false;
ImGuiID source_id = 0;
ImGuiID source_parent_id = 0;
- 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 (source_id != 0)
+ {
+ // Common path: items with ID
+ if (g.ActiveId != source_id)
+ return false;
+ if (g.ActiveIdMouseButton != -1)
+ mouse_button = g.ActiveIdMouseButton;
+ if (g.IO.MouseDown[mouse_button] == false)
+ return false;
+ g.ActiveIdAllowOverlap = false;
+ }
+ else
{
+ // Uncommon path: items without ID
+ if (g.IO.MouseDown[mouse_button] == false)
+ return false;
+
// If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
// A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
@@ -8991,14 +9830,15 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
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
{
@@ -9019,9 +9859,11 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
g.DragDropActive = true;
g.DragDropSourceFlags = flags;
g.DragDropMouseButton = mouse_button;
+ if (payload.SourceId == g.ActiveId)
+ g.ActiveIdNoClearOnFocusLoss = true;
}
g.DragDropSourceFrameCount = g.FrameCount;
- g.DragDropWithinSourceOrTarget = true;
+ g.DragDropWithinSource = true;
if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
{
@@ -9048,7 +9890,7 @@ void ImGui::EndDragDropSource()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DragDropActive);
- IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?");
+ IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
EndTooltip();
@@ -9056,7 +9898,7 @@ void ImGui::EndDragDropSource()
// Discard the drag if have not called SetDragDropPayload()
if (g.DragDropPayload.DataFrameCount == -1)
ClearDragDrop();
- g.DragDropWithinSourceOrTarget = false;
+ g.DragDropWithinSource = false;
}
// Use 'cond' to choose to submit payload on drag start or every frame
@@ -9110,7 +9952,8 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
return false;
ImGuiWindow* window = g.CurrentWindow;
- if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
+ ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
+ if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
return false;
IM_ASSERT(id != 0);
if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
@@ -9118,10 +9961,10 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
if (window->SkipItems)
return false;
- IM_ASSERT(g.DragDropWithinSourceOrTarget == false);
+ IM_ASSERT(g.DragDropWithinTarget == false);
g.DragDropTargetRect = bb;
g.DragDropTargetId = id;
- g.DragDropWithinSourceOrTarget = true;
+ g.DragDropWithinTarget = true;
return true;
}
@@ -9138,7 +9981,8 @@ bool ImGui::BeginDragDropTarget()
ImGuiWindow* window = g.CurrentWindow;
if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
return false;
- if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
+ ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
+ if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
return false;
const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
@@ -9148,10 +9992,10 @@ bool ImGui::BeginDragDropTarget()
if (g.DragDropPayload.SourceId == id)
return false;
- IM_ASSERT(g.DragDropWithinSourceOrTarget == false);
+ IM_ASSERT(g.DragDropWithinTarget == false);
g.DragDropTargetRect = display_rect;
g.DragDropTargetId = id;
- g.DragDropWithinSourceOrTarget = true;
+ g.DragDropWithinTarget = true;
return true;
}
@@ -9176,7 +10020,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
ImRect r = g.DragDropTargetRect;
float r_surface = r.GetWidth() * r.GetHeight();
- if (r_surface < g.DragDropAcceptIdCurrRectSurface)
+ if (r_surface <= g.DragDropAcceptIdCurrRectSurface)
{
g.DragDropAcceptFlags = flags;
g.DragDropAcceptIdCurr = g.DragDropTargetId;
@@ -9188,11 +10032,11 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
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.
+ // FIXME-DRAGDROP: 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->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();
}
@@ -9215,11 +10059,10 @@ void ImGui::EndDragDropTarget()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DragDropActive);
- IM_ASSERT(g.DragDropWithinSourceOrTarget);
- g.DragDropWithinSourceOrTarget = false;
+ IM_ASSERT(g.DragDropWithinTarget);
+ g.DragDropWithinTarget = false;
}
-
//-----------------------------------------------------------------------------
// [SECTION] LOGGING/CAPTURING
//-----------------------------------------------------------------------------
@@ -9228,14 +10071,8 @@ void ImGui::EndDragDropTarget()
//-----------------------------------------------------------------------------
// Pass text data straight to log (without being displayed)
-void ImGui::LogText(const char* fmt, ...)
+static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
{
- ImGuiContext& g = *GImGui;
- if (!g.LogEnabled)
- return;
-
- va_list args;
- va_start(args, fmt);
if (g.LogFile)
{
g.LogBuffer.Buf.resize(0);
@@ -9246,59 +10083,88 @@ void ImGui::LogText(const char* fmt, ...)
{
g.LogBuffer.appendfv(fmt, args);
}
+}
+
+void ImGui::LogText(const char* fmt, ...)
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ va_list args;
+ va_start(args, fmt);
+ LogTextV(g, fmt, args);
va_end(args);
}
+void ImGui::LogTextV(const char* fmt, va_list args)
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ LogTextV(g, fmt, args);
+}
+
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
// We split text into individual lines to add current tree level padding
+// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
+ const char* prefix = g.LogNextPrefix;
+ const char* suffix = g.LogNextSuffix;
+ g.LogNextPrefix = g.LogNextSuffix = NULL;
+
if (!text_end)
text_end = FindRenderedTextEnd(text, text_end);
- const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1);
+ const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
if (ref_pos)
g.LogLinePosY = ref_pos->y;
if (log_new_line)
+ {
+ LogText(IM_NEWLINE);
g.LogLineFirstItem = true;
+ }
- const char* text_remaining = text;
- if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
+ if (prefix)
+ LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
+
+ // Re-adjust padding if we have popped out of our starting depth
+ if (g.LogDepthRef > window->DC.TreeDepth)
g.LogDepthRef = window->DC.TreeDepth;
const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
+
+ const char* text_remaining = text;
for (;;)
{
- // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
- // We don't add a trailing \n to allow a subsequent item on the same line to be captured.
+ // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
+ // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
const char* line_start = text_remaining;
const char* line_end = ImStreolRange(line_start, text_end);
- const bool is_first_line = (line_start == text);
const bool is_last_line = (line_end == text_end);
- if (!is_last_line || (line_start != line_end))
+ if (line_start != line_end || !is_last_line)
{
- const int char_count = (int)(line_end - line_start);
- if (log_new_line || !is_first_line)
- LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start);
- else if (g.LogLineFirstItem)
- LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start);
- else
- LogText(" %.*s", char_count, line_start);
+ const int line_length = (int)(line_end - line_start);
+ const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
+ LogText("%*s%.*s", indentation, "", line_length, line_start);
g.LogLineFirstItem = false;
+ if (*line_end == '\n')
+ {
+ LogText(IM_NEWLINE);
+ g.LogLineFirstItem = true;
+ }
}
- else if (log_new_line)
- {
- // An empty "" string at a different Y position should output a carriage return.
- LogText(IM_NEWLINE);
- break;
- }
-
if (is_last_line)
break;
text_remaining = line_end + 1;
}
+
+ if (suffix)
+ LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
}
// Start logging/capturing text output
@@ -9311,12 +10177,21 @@ void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
IM_ASSERT(g.LogBuffer.empty());
g.LogEnabled = true;
g.LogType = type;
+ g.LogNextPrefix = g.LogNextSuffix = NULL;
g.LogDepthRef = window->DC.TreeDepth;
g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
g.LogLinePosY = FLT_MAX;
g.LogLineFirstItem = true;
}
+// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
+void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
+{
+ ImGuiContext& g = *GImGui;
+ g.LogNextPrefix = prefix;
+ g.LogNextSuffix = suffix;
+}
+
void ImGui::LogToTTY(int auto_open_depth)
{
ImGuiContext& g = *GImGui;
@@ -9434,9 +10309,51 @@ void ImGui::LogButtons()
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()
{
@@ -9491,16 +10408,6 @@ ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
return CreateNewWindowSettings(name);
}
-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);
-}
-
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
{
ImGuiContext& g = *GImGui;
@@ -9511,21 +10418,48 @@ ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
return NULL;
}
+void ImGui::ClearIniSettings()
+{
+ ImGuiContext& g = *GImGui;
+ g.SettingsIniData.clear();
+ for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+ if (g.SettingsHandlers[handler_n].ClearAllFn)
+ g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
+}
+
+void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
+{
+ size_t file_data_size = 0;
+ char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
+ if (!file_data)
+ return;
+ LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
+ IM_FREE(file_data);
+}
+
// Zero-tolerance, no error reporting, cheap .ini parsing
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.Initialized);
- IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
+ //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
+ //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
// For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
// For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
if (ini_size == 0)
ini_size = strlen(ini_data);
- char* buf = (char*)IM_ALLOC(ini_size + 1);
- char* buf_end = buf + ini_size;
+ g.SettingsIniData.Buf.resize((int)ini_size + 1);
+ char* const buf = g.SettingsIniData.Buf.Data;
+ char* const buf_end = buf + ini_size;
memcpy(buf, ini_data, ini_size);
- buf[ini_size] = 0;
+ buf_end[0] = 0;
+
+ // Call pre-read handlers
+ // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
+ for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+ if (g.SettingsHandlers[handler_n].ReadInitFn)
+ g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
void* entry_data = NULL;
ImGuiSettingsHandler* entry_handler = NULL;
@@ -9563,8 +10497,15 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
}
}
- IM_FREE(buf);
g.SettingsLoaded = true;
+
+ // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
+ memcpy(buf, ini_data, ini_size);
+
+ // Call post-read handlers
+ for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+ if (g.SettingsHandlers[handler_n].ApplyAllFn)
+ g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
}
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
@@ -9600,11 +10541,21 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_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)
{
- ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name));
- if (!settings)
- settings = ImGui::CreateNewWindowSettings(name);
+ ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name);
+ ImGuiID id = settings->ID;
+ *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
+ settings->ID = id;
+ settings->WantApply = true;
return (void*)settings;
}
@@ -9613,9 +10564,22 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*,
ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
int x, y;
int i;
- 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, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0);
+ 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, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
+}
+
+// Apply to existing windows (if any)
+static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+ ImGuiContext& g = *ctx;
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ if (settings->WantApply)
+ {
+ if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
+ ApplyWindowSettings(window, settings);
+ settings->WantApply = false;
+ }
}
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
@@ -9658,9 +10622,41 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
//-----------------------------------------------------------------------------
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
//-----------------------------------------------------------------------------
+// - GetMainViewport()
+// - UpdateViewportsNewFrame() [Internal]
+// (this section is more complete in the 'docking' branch)
+//-----------------------------------------------------------------------------
-// (this section is filled in the 'docking' branch)
+ImGuiViewport* ImGui::GetMainViewport()
+{
+ ImGuiContext& g = *GImGui;
+ return g.Viewports[0];
+}
+
+// Update viewports and monitor infos
+static void ImGui::UpdateViewportsNewFrame()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.Viewports.Size == 1);
+ // Update main viewport with current platform position.
+ // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
+ ImGuiViewportP* main_viewport = g.Viewports[0];
+ main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
+ main_viewport->Pos = ImVec2(0.0f, 0.0f);
+ main_viewport->Size = g.IO.DisplaySize;
+
+ for (int n = 0; n < g.Viewports.Size; n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[n];
+
+ // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.
+ viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
+ viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
+ viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
+ viewport->UpdateWorkRect();
+ }
+}
//-----------------------------------------------------------------------------
// [SECTION] DOCKING
@@ -9673,34 +10669,19 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
// [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 <Windows.h>
-#else
-#include <windows.h>
-#endif
-#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions
-#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
-#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
-#endif
-#elif defined(__APPLE__)
-#include <TargetConditionals.h>
-#endif
-
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
#ifdef _MSC_VER
#pragma comment(lib, "user32")
+#pragma comment(lib, "kernel32")
#endif
// Win32 clipboard implementation
+// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
static const char* GetClipboardTextFn_DefaultImpl(void*)
{
- static ImVector<char> buf_local;
- buf_local.clear();
+ ImGuiContext& g = *GImGui;
+ g.ClipboardHandlerData.clear();
if (!::OpenClipboard(NULL))
return NULL;
HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
@@ -9709,30 +10690,30 @@ 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)
@@ -9779,13 +10760,14 @@ static const char* GetClipboardTextFn_DefaultImpl(void*)
CFDataRef cf_data;
if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
{
- static ImVector<char> clipboard_text;
+ ImGuiContext& g = *GImGui;
+ g.ClipboardHandlerData.clear();
int length = (int)CFDataGetLength(cf_data);
- clipboard_text.resize(length + 1);
- CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data);
- clipboard_text[length] = 0;
+ g.ClipboardHandlerData.resize(length + 1);
+ CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
+ g.ClipboardHandlerData[length] = 0;
CFRelease(cf_data);
- return clipboard_text.Data;
+ return g.ClipboardHandlerData.Data;
}
}
}
@@ -9798,23 +10780,23 @@ static const char* GetClipboardTextFn_DefaultImpl(void*)
static const char* GetClipboardTextFn_DefaultImpl(void*)
{
ImGuiContext& g = *GImGui;
- return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin();
+ return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
}
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
{
ImGuiContext& g = *GImGui;
- g.PrivateClipboard.clear();
+ g.ClipboardHandlerData.clear();
const char* text_end = text + strlen(text);
- g.PrivateClipboard.resize((int)(text_end - text) + 1);
- memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text));
- g.PrivateClipboard[(int)(text_end - text)] = 0;
+ g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
+ memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
+ g.ClipboardHandlerData[(int)(text_end - text)] = 0;
}
#endif
// Win32 API IME support (for Asian languages, etc.)
-#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
#include <imm.h>
#ifdef _MSC_VER
@@ -9844,10 +10826,76 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
#endif
//-----------------------------------------------------------------------------
-// [SECTION] METRICS/DEBUG WINDOW
+// [SECTION] METRICS/DEBUGGER WINDOW
+//-----------------------------------------------------------------------------
+// - RenderViewportThumbnail() [Internal]
+// - RenderViewportsThumbnails() [Internal]
+// - MetricsHelpMarker() [Internal]
+// - ShowMetricsWindow()
+// - DebugNodeColumns() [Internal]
+// - DebugNodeDrawList() [Internal]
+// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
+// - DebugNodeStorage() [Internal]
+// - DebugNodeTabBar() [Internal]
+// - DebugNodeViewport() [Internal]
+// - DebugNodeWindow() [Internal]
+// - DebugNodeWindowSettings() [Internal]
+// - DebugNodeWindowsList() [Internal]
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_METRICS_WINDOW
+
+void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ ImVec2 scale = bb.GetSize() / viewport->Size;
+ ImVec2 off = bb.Min - viewport->Pos * scale;
+ float alpha_mul = 1.0f;
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
+ for (int i = 0; i != g.Windows.Size; i++)
+ {
+ ImGuiWindow* thumb_window = g.Windows[i];
+ if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
+ continue;
+
+ ImRect thumb_r = thumb_window->Rect();
+ ImRect title_r = thumb_window->TitleBarRect();
+ thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale));
+ title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
+ thumb_r.ClipWithFull(bb);
+ title_r.ClipWithFull(bb);
+ const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
+ window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
+ window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
+ window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
+ window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
+ }
+ draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
+}
+
+static void RenderViewportsThumbnails()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
+ float SCALE = 1.0f / 8.0f;
+ ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+ for (int n = 0; n < g.Viewports.Size; n++)
+ bb_full.Add(g.Viewports[n]->GetMainRect());
+ ImVec2 p = window->DC.CursorPos;
+ ImVec2 off = p - bb_full.Min * SCALE;
+ for (int n = 0; n < g.Viewports.Size; n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[n];
+ ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
+ ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
+ }
+ ImGui::Dummy(bb_full.GetSize() * SCALE);
+}
+
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
static void MetricsHelpMarker(const char* desc)
{
@@ -9862,47 +10910,63 @@ static void MetricsHelpMarker(const char* desc)
}
}
+#ifndef IMGUI_DISABLE_DEMO_WINDOWS
+namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); }
+#endif
+
void ImGui::ShowMetricsWindow(bool* p_open)
{
- if (!ImGui::Begin("Dear ImGui Metrics", p_open))
+ if (!Begin("Dear ImGui Metrics/Debugger", p_open))
{
- ImGui::End();
+ End();
return;
}
- // 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_ColumnsContentHeadersDesired, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type
- const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersDesired", "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_details = true;
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
// Basic info
- ImGuiContext& g = *GImGui;
- ImGuiIO& io = ImGui::GetIO();
- ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
- ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
- ImGui::Text("%d active allocations", io.MetricsActiveAllocations);
- ImGui::Separator();
-
- // Helper functions to display common structures:
- // - NodeDrawList()
- // - NodeColumns()
- // - NodeWindow()
- // - NodeWindows()
- // - NodeTabBar()
- // - NodeStorage()
+ Text("Dear ImGui %s", GetVersion());
+ Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
+ Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
+ Text("%d active allocations", io.MetricsActiveAllocations);
+ //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
+
+ Separator();
+
+ // Debugging enums
+ enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
+ const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
+ enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
+ const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
+ if (cfg->ShowWindowsRectsType < 0)
+ cfg->ShowWindowsRectsType = WRT_WorkRect;
+ if (cfg->ShowTablesRectsType < 0)
+ cfg->ShowTablesRectsType = TRT_WorkRect;
+
struct Funcs
{
+ static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
+ {
+ if (rect_type == TRT_OuterRect) { return table->OuterRect; }
+ else if (rect_type == TRT_InnerRect) { return table->InnerRect; }
+ else if (rect_type == TRT_WorkRect) { return table->WorkRect; }
+ else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; }
+ else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; }
+ else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; }
+ else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); }
+ else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
+ else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
+ else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate
+ else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); }
+ else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); }
+ else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
+ IM_ASSERT(0);
+ return ImRect();
+ }
+
static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
{
if (rect_type == WRT_OuterRect) { return window->Rect(); }
@@ -9910,321 +10974,252 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
+ else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; }
IM_ASSERT(0);
return ImRect();
}
+ };
- static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
+ // Tools
+ if (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 (Button("Item Picker.."))
+ DebugStartItemPicker();
+ SameLine();
+ MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
+
+ Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
+ Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
+ SameLine();
+ SetNextItemWidth(GetFontSize() * 12);
+ cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
+ if (cfg->ShowWindowsRects && g.NavWindow != NULL)
{
- 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())
+ BulletText("'%s':", g.NavWindow->Name);
+ Indent();
+ for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
{
- ImGui::SameLine();
- ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
- if (node_open) ImGui::TreePop();
- return;
+ ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
+ Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
}
+ Unindent();
+ }
+ Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
+ Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
- ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
- if (window && IsItemHovered())
- fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
- if (!node_open)
- return;
-
- if (window && !window->WasActive)
- ImGui::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++)
+ Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
+ SameLine();
+ SetNextItemWidth(GetFontSize() * 12);
+ cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
+ if (cfg->ShowTablesRects && g.NavWindow != NULL)
+ {
+ for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
{
- if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
+ ImGuiTable* table = g.Tables.GetByIndex(table_n);
+ if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
continue;
- if (pcmd->UserCallback)
- {
- ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
- continue;
- }
-
- ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
- char buf[300];
- ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd: %4d 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 (show_drawcmd_details && fg_draw_list && ImGui::IsItemHovered())
- {
- ImRect clip_rect = pcmd->ClipRect;
- ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
- for (unsigned int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
- vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
- fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255,0,255,255));
- fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(255,255,0,255));
- }
- 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 (fg_draw_list && ImGui::IsItemHovered() && show_drawcmd_details)
+ BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
+ if (IsItemHovered())
+ GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+ Indent();
+ char buf[128];
+ for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
{
- // Draw wire-frame version of everything
- 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.
- ImRect clip_rect = pcmd->ClipRect;
- fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255));
- for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3)
+ if (rect_n >= TRT_ColumnsRect)
{
- 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;
- fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f);
- }
- fg_draw_list->Flags = backup_flags;
- }
-
- // 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.
- while (clipper.Step())
- for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
- {
- char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
- ImVec2 triangle[3];
- for (int n = 0; n < 3; n++, idx_i++)
- {
- 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 (fg_draw_list && ImGui::IsItemHovered())
+ if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
+ continue;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
- 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;
+ ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
+ Selectable(buf);
+ if (IsItemHovered())
+ GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
}
}
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
-
- static void NodeColumns(const ImGuiColumns* columns)
- {
- if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
- return;
- ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
- for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
- ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
- ImGui::TreePop();
- }
-
- static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
- {
- if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
- return;
- for (int i = 0; i < windows.Size; i++)
- {
- ImGui::PushID(windows[i]);
- Funcs::NodeWindow(windows[i], "Window");
- ImGui::PopID();
+ else
+ {
+ ImRect r = Funcs::GetTableRect(table, rect_n, -1);
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
+ Selectable(buf);
+ if (IsItemHovered())
+ GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+ }
+ }
+ Unindent();
}
- ImGui::TreePop();
}
- static void NodeWindow(ImGuiWindow* window, const char* label)
- {
- if (window == NULL)
- {
- ImGui::BulletText("%s: NULL", label);
- return;
- }
- bool open = ImGui::TreeNode(label, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window);
- if (ImGui::IsItemHovered() && window->WasActive)
- ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
- if (!open)
- return;
- ImGuiWindowFlags flags = window->Flags;
- NodeDrawList(window, window->DrawList, "DrawList");
- ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y);
- ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
- (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
- (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
- (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
- ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) 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 (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]: <None>");
- if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
- if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow");
- if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
- if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
- {
- for (int n = 0; n < window->ColumnsStorage.Size; n++)
- NodeColumns(&window->ColumnsStorage[n]);
- ImGui::TreePop();
- }
- NodeStorage(&window->StateStorage, "Storage");
- ImGui::TreePop();
- }
+ TreePop();
+ }
- static void NodeTabBar(ImGuiTabBar* tab_bar)
- {
- // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
- char buf[256];
- char* p = buf;
- const char* buf_end = buf + IM_ARRAYSIZE(buf);
- p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
- if (ImGui::TreeNode(tab_bar, "%s", buf))
- {
- for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
- {
- const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
- ImGui::PushID(tab);
- if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
- if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine();
- ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "");
- ImGui::PopID();
- }
- ImGui::TreePop();
- }
- }
+ // Windows
+ DebugNodeWindowsList(&g.Windows, "Windows");
+ //DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder");
- static void NodeStorage(ImGuiStorage* storage, const char* label)
+ // DrawLists
+ int drawlist_count = 0;
+ for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
+ drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
+ if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
+ {
+ for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
{
- 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();
+ ImGuiViewportP* viewport = g.Viewports[viewport_i];
+ for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
+ for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
+ DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
}
- };
+ TreePop();
+ }
- Funcs::NodeWindows(g.Windows, "Windows");
- //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder");
- if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
+ // Viewports
+ if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
{
- for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
- Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
- ImGui::TreePop();
+ Indent(GetTreeNodeToLabelSpacing());
+ RenderViewportsThumbnails();
+ Unindent(GetTreeNodeToLabelSpacing());
+ for (int i = 0; i < g.Viewports.Size; i++)
+ DebugNodeViewport(g.Viewports[i]);
+ TreePop();
}
// Details for Popups
- if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
+ if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
{
for (int i = 0; i < g.OpenPopupStack.Size; i++)
{
ImGuiWindow* window = g.OpenPopupStack[i].Window;
- ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
+ BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
}
- ImGui::TreePop();
+ TreePop();
}
// Details for TabBars
- if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize()))
+ if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize()))
{
for (int n = 0; n < g.TabBars.GetSize(); n++)
- Funcs::NodeTabBar(g.TabBars.GetByIndex(n));
- ImGui::TreePop();
+ DebugNodeTabBar(g.TabBars.GetByIndex(n), "TabBar");
+ 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()))
+ if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
{
for (int n = 0; n < g.Tables.GetSize(); n++)
- Funcs::NodeTable(g.Tables.GetByIndex(n));
- ImGui::TreePop();
+ DebugNodeTable(g.Tables.GetByIndex(n));
+ TreePop();
}
-#endif // #define IMGUI_HAS_TABLE
- // Details for Docking
-#ifdef IMGUI_HAS_DOCK
- if (ImGui::TreeNode("Docking"))
+ // Details for Fonts
+#ifndef IMGUI_DISABLE_DEMO_WINDOWS
+ ImFontAtlas* atlas = g.IO.Fonts;
+ if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
{
- ImGui::TreePop();
+ ShowFontAtlas(atlas);
+ TreePop();
}
-#endif // #define IMGUI_HAS_DOCK
+#endif
- // 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("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
- ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
- ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
- ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
- ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
- ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
- ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
- ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
- ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
- ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
- ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
- ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
- ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
- ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
- ImGui::TreePop();
+ // Details for Docking
+#ifdef IMGUI_HAS_DOCK
+ if (TreeNode("Docking"))
+ {
+ TreePop();
}
+#endif // #ifdef IMGUI_HAS_DOCK
- // Tools
- if (ImGui::TreeNode("Tools"))
+ // Settings
+ if (TreeNode("Settings"))
{
- // 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.");
+ if (SmallButton("Clear"))
+ ClearIniSettings();
+ SameLine();
+ if (SmallButton("Save to memory"))
+ SaveIniSettingsToMemory();
+ SameLine();
+ if (SmallButton("Save to disk"))
+ SaveIniSettingsToDisk(g.IO.IniFilename);
+ SameLine();
+ if (g.IO.IniFilename)
+ Text("\"%s\"", g.IO.IniFilename);
+ else
+ TextUnformatted("<NULL>");
+ Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
+ if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
+ {
+ for (int n = 0; n < g.SettingsHandlers.Size; n++)
+ BulletText("%s", g.SettingsHandlers[n].TypeName);
+ TreePop();
+ }
+ if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
+ {
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ DebugNodeWindowSettings(settings);
+ TreePop();
+ }
- 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)
+ if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
{
- 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();
+ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+ DebugNodeTableSettings(settings);
+ TreePop();
+ }
+
+#ifdef IMGUI_HAS_DOCK
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
+ {
+ InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
+ TreePop();
}
- ImGui::Checkbox("Show details when hovering ImDrawCmd node", &show_drawcmd_details);
- ImGui::TreePop();
+ TreePop();
+ }
+
+ // Misc Details
+ if (TreeNode("Internal state"))
+ {
+ const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
+
+ Text("WINDOWING");
+ Indent();
+ Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
+ Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
+ Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
+ Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+ Unindent();
+
+ Text("ITEMS");
+ Indent();
+ Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
+ Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
+ 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
+ Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+ Unindent();
+
+ Text("NAV,FOCUS");
+ Indent();
+ Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
+ Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
+ Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
+ Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
+ Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
+ Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
+ Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
+ Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
+ Unindent();
+
+ TreePop();
}
// Overlay: Display windows Rectangles and Begin Order
- if (show_windows_rects || show_windows_begin_order)
+ if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
{
for (int n = 0; n < g.Windows.Size; n++)
{
@@ -10232,46 +11227,352 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (!window->WasActive)
continue;
ImDrawList* draw_list = GetForegroundDrawList(window);
- if (show_windows_rects)
+ if (cfg->ShowWindowsRects)
{
- ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type);
+ ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
}
- if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+ if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
{
char buf[32];
ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
- float font_size = ImGui::GetFontSize();
+ float font_size = GetFontSize();
draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
}
}
}
-#ifdef IMGUI_HAS_TABLE
// Overlay: Display Tables Rectangles
- if (show_tables_rects)
+ if (cfg->ShowTablesRects)
{
for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
{
ImGuiTable* table = g.Tables.GetByIndex(table_n);
+ if (table->LastFrameActive < g.FrameCount - 1)
+ continue;
+ ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
+ if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
+ {
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
+ ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
+ float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
+ draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
+ }
+ }
+ else
+ {
+ ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
+ draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
+ }
}
}
-#endif // #define IMGUI_HAS_TABLE
#ifdef IMGUI_HAS_DOCK
// Overlay: Display Docking info
if (show_docking_nodes && g.IO.KeyCtrl)
{
}
-#endif // #define IMGUI_HAS_DOCK
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ End();
+}
+
+// [DEBUG] Display contents of Columns
+void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
+{
+ if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
+ return;
+ BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
+ for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
+ BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
+ TreePop();
+}
+
+// [DEBUG] Display contents of ImDrawList
+void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+ int cmd_count = draw_list->CmdBuffer.Size;
+ if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
+ cmd_count--;
+ bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
+ if (draw_list == GetWindowDrawList())
+ {
+ SameLine();
+ TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+ if (node_open)
+ TreePop();
+ return;
+ }
+
+ ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+ if (window && IsItemHovered())
+ fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+ if (!node_open)
+ return;
+
+ if (window && !window->WasActive)
+ TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
+
+ for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
+ {
+ if (pcmd->UserCallback)
+ {
+ BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+ continue;
+ }
+
+ char buf[300];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
+ pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
+ pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
+ bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
+ if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
+ DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
+ if (!pcmd_node_open)
+ continue;
+
+ // Calculate approximate coverage area (touched pixel count)
+ // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
+ const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+ const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
+ float total_area = 0.0f;
+ for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
+ {
+ ImVec2 triangle[3];
+ for (int n = 0; n < 3; n++, idx_n++)
+ triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
+ total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
+ }
+
+ // Display vertex information summary. Hover to get all triangles drawn in wire-frame
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
+ Selectable(buf);
+ if (IsItemHovered() && fg_draw_list)
+ DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
+
+ // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
+ ImGuiListClipper clipper;
+ clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
+ while (clipper.Step())
+ for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
+ {
+ char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
+ ImVec2 triangle[3];
+ for (int n = 0; n < 3; n++, idx_i++)
+ {
+ const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
+ triangle[n] = v.pos;
+ buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
+ (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
+ }
+
+ Selectable(buf, false);
+ if (fg_draw_list && IsItemHovered())
+ {
+ ImDrawListFlags backup_flags = fg_draw_list->Flags;
+ fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+ fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
+ fg_draw_list->Flags = backup_flags;
+ }
+ }
+ TreePop();
+ }
+ TreePop();
+}
+
+// [DEBUG] Display mesh/aabb of a ImDrawCmd
+void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
+{
+ IM_ASSERT(show_mesh || show_aabb);
+ ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+ ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
+
+ // Draw wire-frame version of all triangles
+ ImRect clip_rect = draw_cmd->ClipRect;
+ ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+ ImDrawListFlags backup_flags = out_draw_list->Flags;
+ out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+ for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; )
+ {
+ ImVec2 triangle[3];
+ for (int n = 0; n < 3; n++, idx_n++)
+ vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
+ if (show_mesh)
+ out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
+ }
+ // Draw bounding boxes
+ if (show_aabb)
+ {
+ out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
+ out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
+ }
+ out_draw_list->Flags = backup_flags;
+}
+
+// [DEBUG] Display contents of ImGuiStorage
+void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
+{
+ if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
+ return;
+ for (int n = 0; n < storage->Data.Size; n++)
+ {
+ const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
+ BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
+ }
+ TreePop();
+}
+
+// [DEBUG] Display contents of ImGuiTabBar
+void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
+{
+ // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
+ char buf[256];
+ char* p = buf;
+ const char* buf_end = buf + IM_ARRAYSIZE(buf);
+ const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
+ p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
+ IM_UNUSED(p);
+ if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+ bool open = TreeNode(tab_bar, "%s", buf);
+ if (!is_active) { PopStyleColor(); }
+ if (is_active && IsItemHovered())
+ {
+ ImDrawList* draw_list = GetForegroundDrawList();
+ draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
+ draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
+ draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
+ }
+ if (open)
+ {
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ PushID(tab);
+ if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
+ if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
+ Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f",
+ tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth);
+ PopID();
+ }
+ TreePop();
+ }
+}
+
+void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
+{
+ SetNextItemOpen(true, ImGuiCond_Once);
+ if (TreeNode("viewport0", "Viewport #%d", 0))
+ {
+ ImGuiWindowFlags flags = viewport->Flags;
+ BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
+ viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
+ viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);
+ BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
+ (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
+ (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
+ (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "");
+ for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
+ for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
+ DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
+ TreePop();
+ }
+}
+
+void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
+{
+ if (window == NULL)
+ {
+ BulletText("%s: NULL", label);
+ return;
+ }
+
+ ImGuiContext& g = *GImGui;
+ const bool is_active = window->WasActive;
+ ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
+ if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+ const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
+ if (!is_active) { PopStyleColor(); }
+ if (IsItemHovered() && is_active)
+ GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+ if (!open)
+ return;
+
+ if (window->MemoryCompacted)
+ TextDisabled("Note: some memory buffers have been compacted/freed.");
+
+ ImGuiWindowFlags flags = window->Flags;
+ DebugNodeDrawList(window, window->DrawList, "DrawList");
+ BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
+ BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
+ (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
+ (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
+ (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
+ BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
+ BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
+ BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
+ for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
+ {
+ ImRect r = window->NavRectRel[layer];
+ if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
+ {
+ BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
+ continue;
+ }
+ BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
+ if (IsItemHovered())
+ GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));
+ }
+ BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+ if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
+ if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
+ if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
+ if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
+ {
+ for (int n = 0; n < window->ColumnsStorage.Size; n++)
+ DebugNodeColumns(&window->ColumnsStorage[n]);
+ TreePop();
+ }
+ DebugNodeStorage(&window->StateStorage, "Storage");
+ TreePop();
+}
+
+void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
+{
+ Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
+ settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
+}
- ImGui::End();
+void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
+{
+ if (!TreeNode(label, "%s (%d)", label, windows->Size))
+ return;
+ Text("(In front-to-back order:)");
+ for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
+ {
+ PushID((*windows)[i]);
+ DebugNodeWindow((*windows)[i], "Window");
+ PopID();
+ }
+ TreePop();
}
#else
-void ImGui::ShowMetricsWindow(bool*) { }
+void ImGui::ShowMetricsWindow(bool*) {}
+void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
+void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}
+void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
+void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
+void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
+void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
+void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
+void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
+void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
#endif
diff --git a/src/imgui/imgui.h b/src/imgui/imgui.h
index c2bbb7f71..06a610d40 100644
--- a/src/imgui/imgui.h
+++ b/src/imgui/imgui.h
@@ -1,43 +1,44 @@
-// dear imgui, v1.75
+// dear imgui, v1.83
// (headers)
// Help:
// - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
-// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
-// Read imgui.cpp for more details, documentation and comments.
+// - 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/2847 (please post your screenshots/video there!)
+// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!)
+// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
-// - Wiki https://github.com/ocornut/imgui/wiki
// - Issues & support https://github.com/ocornut/imgui/issues
+// - Discussions https://github.com/ocornut/imgui/discussions
/*
Index of this file:
-// Header mess
-// Forward declarations and basic types
-// ImGui API (Dear ImGui end-user API)
-// Flags & Enumerations
-// Memory allocations macros
-// ImVector<>
-// ImGuiStyle
-// ImGuiIO
-// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
-// Obsolete functions
-// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
-// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
-// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// [SECTION] Header mess
+// [SECTION] Forward declarations and basic types
+// [SECTION] Dear ImGui end-user API functions
+// [SECTION] Flags & Enumerations
+// [SECTION] Helpers: Memory allocations macros, ImVector<>
+// [SECTION] ImGuiStyle
+// [SECTION] ImGuiIO
+// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
+// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
+// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
+// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
+// [SECTION] Obsolete functions and types
*/
#pragma once
-// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
+// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
#ifdef IMGUI_USER_CONFIG
#include IMGUI_USER_CONFIG
#endif
@@ -48,7 +49,7 @@ Index of this file:
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
-// Header mess
+// [SECTION] Header mess
//-----------------------------------------------------------------------------
// Includes
@@ -59,13 +60,14 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
-#define IMGUI_VERSION "1.75"
-#define IMGUI_VERSION_NUM 17500
+#define IMGUI_VERSION "1.83"
+#define IMGUI_VERSION_NUM 18300
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
+#define IMGUI_HAS_TABLE
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
-// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
-// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
+// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
+// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
#ifndef IMGUI_API
#define IMGUI_API
#endif
@@ -78,24 +80,40 @@ Index of this file:
#include <assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
#endif
-#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_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) || (defined(_MSVC_LANG) && _MSVC_LANG >= 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
+
+// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
+#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)
+#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
+#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
+#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
+#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
-#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
-#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
-#if (__cplusplus >= 201100)
-#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
+
+// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
+#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID)
+#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
+#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
#else
-#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
+#define IM_MSVC_RUNTIME_CHECKS_OFF
+#define IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif
-#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Last Unicode code point supported by this build.
-#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Standard invalid Unicode code point.
// Warnings
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+#endif
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast"
@@ -104,14 +122,15 @@ Index of this file:
#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-----------------------------------------------------------------------------
-// Forward declarations and basic types
+// [SECTION] Forward declarations and basic types
//-----------------------------------------------------------------------------
+// Forward declarations
struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
@@ -121,6 +140,7 @@ struct ImDrawListSplitter; // Helper to split a draw list into differen
struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
+struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
@@ -134,16 +154,16 @@ struct ImGuiPayload; // User data payload for drag and drop opera
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStyle; // Runtime data for styling/colors
+struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
+struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
-struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
+struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
+struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
-// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
-// Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists.
-#ifndef ImTextureID
-typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
-#endif
-typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
-typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
+// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags 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 many Set*() functions
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
@@ -152,11 +172,14 @@ typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A
typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
+typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
-typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
-typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
-typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
+typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
+typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
+typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
+typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
+typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
@@ -164,15 +187,40 @@ typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: f
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
+typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
+typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
+typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
+typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
+typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
+typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
+typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
-typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
-typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
-// Scalar data types
+// Other types
+#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
+typedef void* ImTextureID; // User data for rendering backend 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); // Callback function for ImGui::InputText()
+typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
+typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
+typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
+
+// 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
@@ -191,14 +239,15 @@ 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)
+IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
- float x, y;
- ImVec2() { x = y = 0.0f; }
- ImVec2(float _x, float _y) { x = _x; y = _y; }
- float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
- float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
+ float x, y;
+ 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
@@ -207,58 +256,60 @@ 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
};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
-// ImGui: Dear ImGui end-user API
-// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!)
+// [SECTION] Dear ImGui end-user API functions
+// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
//-----------------------------------------------------------------------------
namespace ImGui
{
// Context creation and access
- // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
- // None of those functions is reliant on the current context.
+ // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
+ // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
+ // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
- IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx);
// Main
IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
- IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
+ IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
- IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
- IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
+ IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
+ IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
// Demo, Debug, Information
- IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+ IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+ IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
- IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
- IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
+ IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
// Styles
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
- IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
+ IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
- // - You may append multiple times to the same window during the same frame.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked.
+ // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
+ // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
@@ -272,9 +323,12 @@ 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 [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);
+ // Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
+ // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
+ // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
+ // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
+ IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
+ IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
IMGUI_API void EndChild();
// Windows Utilities
@@ -290,7 +344,7 @@ namespace ImGui
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
// 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 SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
@@ -298,7 +352,7 @@ namespace ImGui
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 SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
- IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
+ IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
@@ -308,20 +362,21 @@ namespace ImGui
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
// Content region
- // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
- IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
+ // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
+ // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
+ IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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 void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
- IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
+ IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
+ IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
+ IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
+ IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
+ IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
+ IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
@@ -330,43 +385,48 @@ namespace ImGui
// Parameters stacks (shared)
IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
IMGUI_API void PopFont();
- IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
+ IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1);
- IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
- IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
+ IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
+ IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
IMGUI_API void PopStyleVar(int count = 1);
- IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
- IMGUI_API ImFont* GetFont(); // get current font
- IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
- IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
- IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
- IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
- IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
+ IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
+ IMGUI_API void PopAllowKeyboardFocus();
+ IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
+ IMGUI_API void PopButtonRepeat();
// Parameters stacks (current window)
- IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
+ IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
IMGUI_API void PopItemWidth();
- IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
+ IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
- IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // 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 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();
- IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
- IMGUI_API void PopButtonRepeat();
+
+ // Style read access
+ IMGUI_API ImFont* GetFont(); // get current font
+ IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
+ IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
+ IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
+ IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
+ IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
+ IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
// Cursor / Layout
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
- // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
+ // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
+ // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
+ // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
+ // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
IMGUI_API void Spacing(); // add vertical spacing.
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
- IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
- IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
+ IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
+ IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
IMGUI_API void BeginGroup(); // lock horizontal starting position
IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
@@ -376,8 +436,8 @@ 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 coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
+ IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
IMGUI_API float GetTextLineHeight(); // ~ FontSize
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
@@ -418,72 +478,79 @@ namespace ImGui
// Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
- IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
+ IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
- IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
+ IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
- IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
- IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
+ IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
+ IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
IMGUI_API bool Checkbox(const char* label, bool* v);
+ IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
- IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
- IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
+ IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
+ IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Combo Box
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
- // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
+ // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
- // Widgets: Drags
+ // 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).
// - 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.
- // - Use v_min > v_max to lock edits.
- IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
- IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
- IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
- IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
- IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f);
- IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound
- IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
- IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
- IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
- IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
- IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
- 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, float power = 1.0f);
-
- // Widgets: Sliders
+ // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
+ // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
+ // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
+ IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
+ IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
+ IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
+
+ // Widgets: Regular Sliders
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped 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* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
- 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, 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* p_data, const void* p_min, const void* p_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 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);
@@ -497,14 +564,14 @@ namespace ImGui
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
- // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
+ // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
- IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
+ IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
@@ -524,24 +591,28 @@ namespace ImGui
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
- IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
+ IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. 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.
+ IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
+ IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Widgets: List Boxes
- // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
+ // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
+ // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
+ // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
+ // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
+ // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
+ IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
+ IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
- IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
- IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
- IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
// Widgets: Data Plotting
+ // - Consider using ImPlot (https://github.com/epezent/implot)
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
@@ -556,48 +627,125 @@ namespace ImGui
// Widgets: Menus
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
- // - Use BeginMainMenuBar() to create a menu bar at the top of the screen.
+ // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
+ // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
+ // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
- IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
+ IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
// Tooltips
- // - Tooltip are windows following the mouse which do not take focus away.
+ // - Tooltip are windows following the mouse. They do not take focus away.
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
IMGUI_API void EndTooltip();
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals
- // The properties of popups windows are:
- // - They block normal mouse hovering detection outside them. (*)
- // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
- // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
- // User can manipulate the visibility state by calling OpenPopup().
- // - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions.
- // (*) You 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, ImGuiMouseButton 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, ImGuiMouseButton 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, ImGuiMouseButton 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, ImGuiMouseButton 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.
-
- // Columns
+ // - 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().
+ // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
+ IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
+ IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
+ IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
+ IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
+ // Popups: open+begin combined functions helpers
+ // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
+ // - They are convenient to easily create context menus, hence the name.
+ // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
+ // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
+ IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
+ IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
+ IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
+ // Popups: query functions
+ // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
+ // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
+ // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
+ IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
+
+ // Tables
+ // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
+ // - Full-featured replacement for old Columns API.
+ // - See Demo->Tables for demo code.
+ // - See top of imgui_tables.cpp for general commentary.
+ // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
+ // The typical call flow is:
+ // - 1. Call BeginTable().
+ // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
+ // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
+ // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
+ // - 5. Populate contents:
+ // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
+ // - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
+ // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
+ // TableNextColumn() will automatically wrap-around into the next row if needed.
+ // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
+ // - Summary of possible call flow:
+ // --------------------------------------------------------------------------------------------------------
+ // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
+ // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
+ // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
+ // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
+ // --------------------------------------------------------------------------------------------------------
+ // - 5. Call EndTable()
+ IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
+ IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
+ IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
+ IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
+ IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
+ // Tables: Headers & Columns declaration
+ // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
+ // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
+ // Headers are required to perform: reordering, sorting, and opening the context menu.
+ // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
+ // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
+ // some advanced use cases (e.g. adding custom widgets in header row).
+ // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
+ IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
+ IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
+ IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
+ IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
+ // Tables: Sorting
+ // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
+ // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
+ // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
+ // wastefully sort your data every frame!
+ // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
+ IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
+ // Tables: Miscellaneous functions
+ // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
+ IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
+ IMGUI_API int TableGetColumnIndex(); // return current column index.
+ IMGUI_API int TableGetRowIndex(); // return current row index.
+ IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
+ IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
+ IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change enabled/disabled state of a column, set to false to hide the column. Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
+ IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
+
+ // Legacy Columns API (2020: prefer using Tables!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
- // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
- // - There is a maximum of 64 columns.
- // - Currently working on new 'Tables' api which will replace columns (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
@@ -610,8 +758,9 @@ namespace ImGui
// Tab Bars, Tabs
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.
// Logging/Capture
@@ -622,10 +771,14 @@ namespace ImGui
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
+ IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
// Drag and Drop
- // [BETA API] API may evolve!
- IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
+ // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
+ // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
+ // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
+ // - An item can be both drag source and drop target.
+ IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
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()
@@ -634,6 +787,7 @@ namespace ImGui
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
// Clipping
+ // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
IMGUI_API void PopClipRect();
@@ -642,13 +796,13 @@ namespace ImGui
IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
- // Item/Widgets Utilities
- // - Most of the functions are referring to the last/previous item we submitted.
+ // Item/Widgets Utilities and Query Functions
+ // - Most of the functions are referring to the previous Item that has been submitted.
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
- IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
+ IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
@@ -663,6 +817,12 @@ namespace ImGui
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
+ // Viewports
+ // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
+ // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
+ // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
+ IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
+
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
@@ -674,11 +834,13 @@ namespace ImGui
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);
@@ -702,7 +864,7 @@ namespace ImGui
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? a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
+ 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?
@@ -715,7 +877,8 @@ namespace ImGui
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);
@@ -727,17 +890,23 @@ namespace ImGui
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
+ // Debug Utilities
+ // - This is used by the IMGUI_CHECKVERSION() macro.
+ IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
+
// Memory Allocators
- // - All those functions are not reliant on the current context.
- // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
- IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
+ // - Those functions are not reliant on the current context.
+ // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
+ // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
+ IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
+ IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
IMGUI_API void* MemAlloc(size_t size);
IMGUI_API void MemFree(void* ptr);
} // namespace ImGui
//-----------------------------------------------------------------------------
-// Flags & Enumerations
+// [SECTION] Flags & Enumerations
//-----------------------------------------------------------------------------
// Flags for ImGui::Begin()
@@ -777,8 +946,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
// [Obsolete]
- //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)
+ //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
};
// Flags for ImGui::InputText()
@@ -798,15 +966,18 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
- ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
+ ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
- // [Internal]
- ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
- ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
+ ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+
+ // Obsolete names (will be removed soon)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
+#endif
};
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
@@ -814,7 +985,7 @@ enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
- ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
+ ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
@@ -831,6 +1002,29 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
};
+// 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()
enum ImGuiSelectableFlags_
{
@@ -879,7 +1073,154 @@ enum ImGuiTabItemFlags_
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 programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
- ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
+ ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
+ ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
+ ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
+ ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
+ ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
+};
+
+// Flags for ImGui::BeginTable()
+// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
+// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
+// Read comments/demos carefully + experiment with live demos to get acquainted with them.
+// - The DEFAULT sizing policies are:
+// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
+// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
+// - When ScrollX is off:
+// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
+// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
+// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
+// - Stretch Columns will share the remaining width.
+// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
+// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
+// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
+// - When ScrollX is on:
+// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
+// - Columns sizing policy allowed: Fixed/Auto mostly.
+// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
+// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
+// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
+// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
+// - Read on documentation at the top of imgui_tables.cpp for details.
+enum ImGuiTableFlags_
+{
+ // Features
+ ImGuiTableFlags_None = 0,
+ ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
+ ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
+ ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
+ ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
+ ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
+ ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
+ // Decorations
+ ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
+ ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
+ ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
+ ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
+ ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
+ ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
+ ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
+ ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
+ ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
+ ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
+ ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
+ ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
+ // Sizing Policy (read above for defaults)
+ ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
+ ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
+ ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
+ ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
+ // Sizing Extra Options
+ ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
+ ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
+ ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
+ ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
+ // Clipping
+ ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
+ // Padding
+ ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers.
+ ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding.
+ ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
+ // Scrolling
+ ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
+ ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
+ // Sorting
+ ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
+ ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
+
+ // [Internal] Combinations and masks
+ ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame
+
+ // Obsolete names (will be removed soon)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12
+ //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01
+#endif
+};
+
+// Flags for ImGui::TableSetupColumn()
+enum ImGuiTableColumnFlags_
+{
+ // Input configuration flags
+ ImGuiTableColumnFlags_None = 0,
+ ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column.
+ ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column.
+ ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
+ ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
+ ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing.
+ ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
+ ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column.
+ ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command).
+ ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
+ ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction.
+ ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction.
+ ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width.
+ ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default).
+ ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column.
+ ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0).
+ ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
+
+ // Output status flags, read-only via TableGetColumnFlags()
+ ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
+ ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling.
+ ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs
+ ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse
+
+ // [Internal] Combinations and masks
+ ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
+ ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
+ ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
+ ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
+
+ // Obsolete names (will be removed soon)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.
+#endif
+};
+
+// Flags for ImGui::TableNextRow()
+enum ImGuiTableRowFlags_
+{
+ ImGuiTableRowFlags_None = 0,
+ ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
+};
+
+// Enum for ImGui::TableSetBgColor()
+// Background colors are rendering in 3 layers:
+// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
+// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
+// - Layer 2: draw with CellBg color if set.
+// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
+// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
+// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
+// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
+enum ImGuiTableBgTarget_
+{
+ ImGuiTableBgTarget_None = 0,
+ ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
+ ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
+ ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)
};
// Flags for ImGui::IsWindowFocused()
@@ -888,12 +1229,12 @@ 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_
{
@@ -959,6 +1300,14 @@ enum ImGuiDir_
ImGuiDir_COUNT
};
+// A sorting direction
+enum ImGuiSortDirection_
+{
+ ImGuiSortDirection_None = 0,
+ ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
+ ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
+};
+
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_
{
@@ -987,10 +1336,20 @@ enum ImGuiKey_
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/backend)
+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.
+// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
+// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
enum ImGuiNavInput_
{
// Gamepad Mapping
@@ -1027,25 +1386,25 @@ enum ImGuiConfigFlags_
{
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
- ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
- ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
+ ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.
+ ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
- ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
- ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
+ ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
+ ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
- // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
+ // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
};
-// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
+// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
enum ImGuiBackendFlags_
{
ImGuiBackendFlags_None = 0,
- ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
- ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
- ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
- ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+ ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
+ ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
+ ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
+ ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
};
// Enumeration for PushStyleColor() / PopStyleColor()
@@ -1093,6 +1452,11 @@ enum ImGuiCol_
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
+ ImGuiCol_TableHeaderBg, // Table header background
+ ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
+ ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
+ ImGuiCol_TableRowBg, // Table row background (even rows)
+ ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
@@ -1100,17 +1464,15 @@ enum ImGuiCol_
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT
-
- // Obsolete names (will be removed)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
- //, ImGuiCol_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)
@@ -1130,6 +1492,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
+ ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
@@ -1138,11 +1501,19 @@ enum ImGuiStyleVar_
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_COUNT
+};
- // Obsolete names (will be removed)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60]
-#endif
+// Flags for InvisibleButton() [extended in imgui_internal.h]
+enum ImGuiButtonFlags_
+{
+ ImGuiButtonFlags_None = 0,
+ ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
+ ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
+ ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
+
+ // [Internal]
+ ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
+ ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
@@ -1150,14 +1521,15 @@ enum ImGuiColorEditFlags_
{
ImGuiColorEditFlags_None = 0,
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
- ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
+ ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square.
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
- ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
- ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
+ ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
+ ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
- ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
+ ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
+ ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
@@ -1176,13 +1548,13 @@ enum ImGuiColorEditFlags_
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
- ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar,
+ ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
// [Internal] Masks
- ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex,
- ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
- ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
- ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV
+ ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
+ ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
+ ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
+ ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -1190,6 +1562,23 @@ enum ImGuiColorEditFlags_
#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_
@@ -1201,7 +1590,7 @@ enum ImGuiMouseButton_
};
// Enumeration for GetMouseCursor()
-// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
+// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
enum ImGuiMouseCursor_
{
ImGuiMouseCursor_None = -1,
@@ -1215,11 +1604,6 @@ enum ImGuiMouseCursor_
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
ImGuiMouseCursor_COUNT
-
- // Obsolete names (will be removed)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60]
-#endif
};
// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
@@ -1227,30 +1611,34 @@ enum ImGuiMouseCursor_
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
enum ImGuiCond_
{
- ImGuiCond_Always = 1 << 0, // Set the variable
- ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
+ ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
+ ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
+ ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
};
//-----------------------------------------------------------------------------
-// Helpers: Memory allocations macros
+// [SECTION] Helpers: Memory allocations macros, ImVector<>
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
-// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
+// Defining a custom placement new() with a custom parameter allows us to bypass including <new> 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 symmetrical new()
+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(ImNewDummy(), _PTR)
-#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
+#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
+#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
//-----------------------------------------------------------------------------
-// Helper: ImVector<>
+// ImVector<>
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
//-----------------------------------------------------------------------------
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
@@ -1260,6 +1648,7 @@ template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
//-----------------------------------------------------------------------------
+IM_MSVC_RUNTIME_CHECKS_OFF
template<typename T>
struct ImVector
{
@@ -1281,9 +1670,10 @@ struct ImVector
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; IM_FREE(Data); Data = NULL; } }
inline T* begin() { return Data; }
@@ -1296,7 +1686,7 @@ struct ImVector
inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
inline void swap(ImVector<T>& 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 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
@@ -1306,10 +1696,10 @@ struct ImVector
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 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; }
@@ -1317,9 +1707,11 @@ struct ImVector
inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
-// ImGuiStyle
+// [SECTION] ImGuiStyle
+//-----------------------------------------------------------------------------
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
@@ -1329,7 +1721,7 @@ struct ImGuiStyle
{
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.
@@ -1343,6 +1735,7 @@ struct ImGuiStyle
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
+ ImVec2 CellPadding; // Padding within a table cell
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
@@ -1350,18 +1743,21 @@ struct ImGuiStyle
float ScrollbarRounding; // Radius of grab corners for scrollbar.
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+ float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs.
+ float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
- ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
- ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
+ ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
+ ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
- bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
- bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
+ bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
+ bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. 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.
+ float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
@@ -1369,7 +1765,8 @@ struct ImGuiStyle
};
//-----------------------------------------------------------------------------
-// ImGuiIO
+// [SECTION] ImGuiIO
+//-----------------------------------------------------------------------------
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
//-----------------------------------------------------------------------------
@@ -1381,8 +1778,8 @@ 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; // <unset> // Main display size, in pixels.
+ ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
+ ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
@@ -1402,24 +1799,25 @@ struct ImGuiIO
ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
// Miscellaneous options
- bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
- bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
- bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
+ bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
+ bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
+ bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
+ bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
- bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
- float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
+ bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
+ float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
//------------------------------------------------------------------
// Platform Functions
- // (the imgui_impl_xxxx back-end files are setting those up for you)
+ // (the imgui_impl_xxxx backend files are setting those up for you)
//------------------------------------------------------------------
- // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
+ // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
const char* BackendPlatformName; // = NULL
const char* BackendRendererName; // = NULL
- void* BackendPlatformUserData; // = NULL // 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
+ void* BackendPlatformUserData; // = NULL // User data for platform backend
+ void* BackendRendererUserData; // = NULL // User data for renderer backend
+ void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend
// Optional: Access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
@@ -1432,23 +1830,14 @@ struct ImGuiIO
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.
- void (*RenderDrawListsFn)(ImDrawData* data);
-#else
- // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
- void* RenderDrawListsFnUnused;
-#endif
-
//------------------------------------------------------------------
// 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.
+ float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
@@ -1458,21 +1847,24 @@ struct ImGuiIO
// Functions
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, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
+ bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
+ bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
+ bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
+ float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsRenderWindows; // Number of visible windows
@@ -1484,6 +1876,7 @@ struct ImGuiIO
// [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)
@@ -1500,21 +1893,24 @@ struct ImGuiIO
float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
- ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
+ float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
+ ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
+ ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
IMGUI_API ImGuiIO();
};
//-----------------------------------------------------------------------------
-// Misc data structures
+// [SECTION] Misc data structures
//-----------------------------------------------------------------------------
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
+// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
-// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
struct ImGuiInputTextCallbackData
@@ -1541,7 +1937,9 @@ 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().
@@ -1565,7 +1963,7 @@ 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.
@@ -1576,44 +1974,42 @@ struct ImGuiPayload
bool IsDelivery() const { return Delivery; }
};
-//-----------------------------------------------------------------------------
-// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
-// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
-//-----------------------------------------------------------------------------
+// Sorting specification for one column of a table (sizeof == 12 bytes)
+struct ImGuiTableColumnSortSpecs
+{
+ ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
+ ImS16 ColumnIndex; // Index of the column
+ ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
+ ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-namespace ImGui
+ ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
+};
+
+// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
+// Obtained by calling TableGetSortSpecs().
+// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
+// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
+struct ImGuiTableSortSpecs
{
- // OBSOLETED in 1.72 (from July 2019)
- static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
- // OBSOLETED in 1.71 (from June 2019)
- static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
- // OBSOLETED in 1.70 (from May 2019)
- static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
- // OBSOLETED in 1.69 (from Mar 2019)
- static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
- // OBSOLETED in 1.66 (from Sep 2018)
- static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
- // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
- static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
- // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
- IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
- IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
- IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
- // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
- static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
- static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
- static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
-}
-typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
-typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
-#endif
+ const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array.
+ int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
+ bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
+
+ ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
+};
//-----------------------------------------------------------------------------
-// Helpers
+// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
//-----------------------------------------------------------------------------
+// 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");
struct ImGuiOnceUponAFrame
@@ -1722,37 +2118,46 @@ 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
{
- int DisplayStart, DisplayEnd;
- int ItemsCount;
+ int DisplayStart;
+ int DisplayEnd;
// [Internal]
+ int ItemsCount;
int StepNo;
+ int ItemsFrozen;
float ItemsHeight;
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-bit encoded colors
@@ -1783,8 +2188,8 @@ 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); }
@@ -1792,50 +2197,60 @@ 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, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
+// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
-// Draw callbacks for advanced uses.
+// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
+#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
+#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
+#endif
+
+// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to:
// A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
-// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly.
+// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
#ifndef ImDrawCallback
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
#endif
-// Special Draw callback value to request renderer back-end to reset the graphics/render state.
-// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
+// Special Draw callback value to request renderer backend to reset the graphics/render state.
+// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
-// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
-// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
+// - 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 backends 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.
- unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
- unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
- ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
- void* UserCallbackData; // The draw callback code can access this.
-
- ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; 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
+
+ // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
+ inline ImTextureID GetTexID() const { return TextureId; }
};
-// Vertex index
-// (to allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
-// (to use 32-bit indices: 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 backend (recommended).
+// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
#endif
@@ -1856,22 +2271,31 @@ struct ImDrawVert
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
-// For use by ImDrawListSplitter.
+// [Internal] For use by ImDrawList
+struct ImDrawCmdHeader
+{
+ ImVec4 ClipRect;
+ ImTextureID TextureId;
+ unsigned int VtxOffset;
+};
+
+// [Internal] For use by ImDrawListSplitter
struct ImDrawChannel
{
ImVector<ImDrawCmd> _CmdBuffer;
ImVector<ImDrawIdx> _IdxBuffer;
};
+
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
-// This is used by the Columns api, so items of each column can be batched together in a same draw call.
+// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
struct ImDrawListSplitter
{
int _Current; // Current channel number (0)
int _Count; // Number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
- inline ImDrawListSplitter() { Clear(); }
+ inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
IMGUI_API void ClearFreeMemory();
@@ -1880,26 +2304,35 @@ struct ImDrawListSplitter
IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
};
-enum ImDrawCornerFlags_
+// Flags for ImDrawList functions
+// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
+enum ImDrawFlags_
{
- ImDrawCornerFlags_None = 0,
- ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
- ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
- ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
- ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
- ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
- ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
- ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
- ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
- ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
+ ImDrawFlags_None = 0,
+ ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
+ ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
+ ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
+ ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
+ ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
+ ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
+ ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
+ ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
+ ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
+ ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
+ ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
+ ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
+ ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
};
+// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
+// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
enum ImDrawListFlags_
{
- ImDrawListFlags_None = 0,
- ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
- ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices)
- ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
+ ImDrawListFlags_None = 0,
+ ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
+ ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
+ 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
@@ -1908,7 +2341,8 @@ enum ImDrawListFlags_
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
-// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
+// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
+// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
struct ImDrawList
{
@@ -1919,20 +2353,22 @@ struct ImDrawList
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
+ unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging
- unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
- unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building
- ImDrawListSplitter _Splitter; // [Internal] for channels api
+ ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
+ ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
+ float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
- ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
- ~ImDrawList() { ClearFreeMemory(); }
+ ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
+
+ ~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
@@ -1943,26 +2379,28 @@ struct ImDrawList
// Primitives
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
- // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
- // In future versions we will use textures to provide cheaper and higher-quality circles.
+ // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
+ // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
+ // In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
- IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round
- IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
+ IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
+ IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
- IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
- IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
+ IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
+ IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
- IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
+ IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
- IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);
+ IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
+ IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
// Image primitives
// - Read FAQ to understand what ImTextureID is.
@@ -1970,18 +2408,19 @@ struct ImDrawList
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
- IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
+ IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
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& 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);
+ inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
+ IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
+ IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
+ IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
+ IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
+ IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
// Advanced
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
@@ -1992,26 +2431,39 @@ struct ImDrawList
// - 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 copy of ImDrawListSplitter as you can stack them.
+ // 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); }
- // Internal helpers
- // NB: all primitives needs to be reserved via PrimReserve() beforehand!
- IMGUI_API void Clear();
- IMGUI_API void ClearFreeMemory();
+ // Advanced: Primitives allocations
+ // - We render triangles (three vertices)
+ // - All primitives needs to be reserved via PrimReserve() beforehand.
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
- 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
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
+ inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
+#endif
+
+ // [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();
+ IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
+ IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
+ IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
};
// All draw data to render a Dear ImGui frame
@@ -2020,24 +2472,23 @@ struct ImDrawList
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
- ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
int CmdListsCount; // Number of ImDrawList* to render
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
- ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
- ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
+ ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
+ ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
+ ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
// Functions
- ImDrawData() { Valid = false; Clear(); }
- ~ImDrawData() { Clear(); }
- void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
+ ImDrawData() { Clear(); }
+ void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
//-----------------------------------------------------------------------------
-// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
+// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
struct ImFontConfig
@@ -2047,8 +2498,8 @@ struct ImFontConfig
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
- int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
- int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
+ int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
+ int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
@@ -2056,7 +2507,7 @@ struct ImFontConfig
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
- unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
+ unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
@@ -2067,9 +2518,13 @@ struct ImFontConfig
IMGUI_API ImFontConfig();
};
+// Hold rendering data for one glyph.
+// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
struct ImFontGlyph
{
- ImWchar Codepoint; // 0x0000..0xFFFF
+ unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
+ unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
+ unsigned int Codepoint : 30; // 0x0000..0x10FFFF
float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
float X0, Y0, X1, Y1; // Glyph corners
float U0, V0, U1, V1; // Texture coordinates
@@ -2081,11 +2536,11 @@ struct ImFontGlyphRangesBuilder
{
ImVector<ImU32> 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(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
- inline void SetBit(int n) { int off = (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
+ 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<ImWchar>* out_ranges); // Output new ranges
@@ -2094,21 +2549,23 @@ struct ImFontGlyphRangesBuilder
// See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect
{
- unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 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 < 0x110000): glyph xadvance
- ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset
- ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): target font
- ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
+ 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:
@@ -2163,7 +2620,7 @@ struct ImFontAtlas
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
- IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
+ IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
@@ -2175,13 +2632,15 @@ struct ImFontAtlas
//-------------------------------------------
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
- // After calling Build(), you can query the rectangle position and render your pixels.
- // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
- // so you can render e.g. custom colorful icons and use them as regular glyphs.
- // Read docs/FONTS.txt for more details about using colorful icons.
- IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. 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 < 0x110000 to register a rectangle to map into a specific font.
- const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
+ // - After calling Build(), you can query the rectangle position and render your pixels.
+ // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
+ // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
+ // so you can render e.g. custom colorful icons and use them as regular glyphs.
+ // - Read docs/FONTS.md for more details about using colorful icons.
+ // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
+ IMGUI_API int AddCustomRectRegular(int width, int height);
+ IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
+ ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
// [Internal]
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
@@ -2191,14 +2650,15 @@ struct ImFontAtlas
// Members
//-------------------------------------------
- bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
+ bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
+ bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth; // Texture width calculated during Build().
@@ -2207,8 +2667,16 @@ struct ImFontAtlas
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> 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<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
- ImVector<ImFontConfig> ConfigData; // Internal data
- int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
+ ImVector<ImFontConfig> ConfigData; // Configuration data
+ ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
+
+ // [Internal] Font builder
+ const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
+ unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
+
+ // [Internal] Packing data
+ int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
+ int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
@@ -2225,11 +2693,10 @@ struct ImFont
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
- // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
+ // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
- ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
// Members: Cold ~32/40 bytes
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
@@ -2241,6 +2708,7 @@ struct ImFont
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();
@@ -2262,17 +2730,120 @@ struct ImFont
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);
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Viewports
+//-----------------------------------------------------------------------------
+
+// Flags stored in ImGuiViewport::Flags
+enum ImGuiViewportFlags_
+{
+ ImGuiViewportFlags_None = 0,
+ ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
+ ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
+ ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend)
+};
+
+// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
+// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
+// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
+// - About Main Area vs Work Area:
+// - Main Area = entire viewport.
+// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
+// - Windows are generally trying to stay within the Work Area of their host viewport.
+struct ImGuiViewport
+{
+ ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
+ ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
+ ImVec2 Size; // Main Area: Size of the viewport.
+ ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
+ ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
+
+ ImGuiViewport() { memset(this, 0, sizeof(*this)); }
+
+ // Helpers
+ ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
+ ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
};
+//-----------------------------------------------------------------------------
+// [SECTION] Obsolete functions and types
+// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
+// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+namespace ImGui
+{
+ // OBSOLETED in 1.81 (from February 2021)
+ IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
+ static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
+ static inline void ListBoxFooter() { EndListBox(); }
+ // OBSOLETED in 1.79 (from August 2020)
+ static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
+ // OBSOLETED in 1.78 (from June 2020)
+ // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
+ // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
+ IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
+ IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
+ static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
+ static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
+ static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
+ static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
+ IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
+ IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
+ static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
+ static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
+ static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
+ static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
+ // OBSOLETED in 1.77 (from June 2020)
+ static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
+ // 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 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
+typedef ImDrawFlags ImDrawCornerFlags;
+enum ImDrawCornerFlags_
+{
+ ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
+ ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
+ ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
+ ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
+ ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
+ ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
+ ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
+ ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
+ ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
+ ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
+};
+
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+//-----------------------------------------------------------------------------
+
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
#include "imgui_user.h"
diff --git a/src/imgui/imgui_demo.cpp b/src/imgui/imgui_demo.cpp
index 7664f1b4b..543730121 100644
--- a/src/imgui/imgui_demo.cpp
+++ b/src/imgui/imgui_demo.cpp
@@ -1,41 +1,46 @@
-// dear imgui, v1.75
+// dear imgui, v1.83
// (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 for demo code. All applications in examples/ are doing that.
+// - 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
+// Get the latest version at https://github.com/ocornut/imgui
-// Message to the person tempted to delete this file when integrating Dear ImGui into their 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.
+// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
+// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other
+// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available
+// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone
+// in your team, likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
-// If you want to link core Dear ImGui in your shipped builds but want 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.
+// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be
+// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
+// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (which you won't delete)
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
-// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
-// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
-// in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
-// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be
-// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data
-// you would be editing is likely going to be stored outside your functions.
-
-// The Demo code in this file is designed to be easy to copy-and-paste in into your application!
+// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls,
+// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to
+// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller
+// in size. It also happens to be a convenient way of storing simple UI related information as long as your function
+// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code,
+// but most of the real data you would be editing is likely going to be stored outside your functions.
+
+// The Demo code in this file is designed to be easy to copy-and-paste into your application!
// Because of this:
-// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace.
+// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.
// - We try to declare static variables in the local scope, as close as possible to the code using them.
-// - We never use any of the helpers/facilities used internally by Dear ImGui, unless it has been exposed in the public API (imgui.h).
-// - We never use maths operators on ImVec2/ImVec4. For other of our sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS.
-// For your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
-// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp.
+// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API.
+// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided
+// by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional
+// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
+// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
+
+// Navigating this file:
+// - In Visual Studio IDE: CTRL+comma ("Edit.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.
/*
@@ -43,7 +48,13 @@ Index of this file:
// [SECTION] Forward Declarations, Helpers
// [SECTION] Demo Window / ShowDemoWindow()
+// - sub section: ShowDemoWindowWidgets()
+// - sub section: ShowDemoWindowLayout()
+// - sub section: ShowDemoWindowPopups()
+// - sub section: ShowDemoWindowTables()
+// - sub section: ShowDemoWindowMisc()
// [SECTION] About Window / ShowAboutWindow()
+// [SECTION] Font Viewer / ShowFontAtlas()
// [SECTION] Style Editor / ShowStyleEditor()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
@@ -53,8 +64,9 @@ Index of this file:
// [SECTION] Example App: Long Text / ShowExampleAppLongText()
// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()
// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()
-// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()
-// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
+// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()
+// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
+// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
@@ -67,6 +79,7 @@ Index of this file:
#include "imgui.h"
#ifndef IMGUI_DISABLE
+// System includes
#include <ctype.h> // toupper
#include <limits.h> // INT_MIN, INT_MAX
#include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf
@@ -78,41 +91,45 @@ Index of this file:
#include <stdint.h> // 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
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#endif
+
+// Clang/GCC warnings with -Weverything
#if defined(__clang__)
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
-#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
-#pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal
-#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
-#pragma clang diagnostic ignored "-Wunused-macros" // warning : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
-#endif
-#if __has_warning("-Wdouble-promotion")
-#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
-#endif
-#if __has_warning("-Wreserved-id-macro")
-#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code)
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type
+#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal
+#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
-#pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure)
-#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
-#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
-#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure)
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#endif
-// Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
+// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#else
#define IM_NEWLINE "\n"
#endif
+// Helpers
#if defined(_MSC_VER) && !defined(snprintf)
#define snprintf _snprintf
#endif
@@ -120,6 +137,33 @@ Index of this file:
#define vsnprintf _vsnprintf
#endif
+// Format specifiers, printing 64-bit hasn't been decently standardized...
+// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.
+#ifdef _MSC_VER
+#define IM_PRId64 "I64d"
+#define IM_PRIu64 "I64u"
+#else
+#define IM_PRId64 "lld"
+#define IM_PRIu64 "llu"
+#endif
+
+// Helpers macros
+// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,
+// but making an exception here as those are largely simplifying code...
+// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo.
+#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B))
+#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B))
+#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))
+
+// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
+#ifndef IMGUI_CDECL
+#ifdef _MSC_VER
+#define IMGUI_CDECL __cdecl
+#else
+#define IMGUI_CDECL
+#endif
+#endif
+
//-----------------------------------------------------------------------------
// [SECTION] Forward Declarations, Helpers
//-----------------------------------------------------------------------------
@@ -137,12 +181,13 @@ static void ShowExampleAppLongText(bool* p_open);
static void ShowExampleAppAutoResize(bool* p_open);
static void ShowExampleAppConstrainedResize(bool* p_open);
static void ShowExampleAppSimpleOverlay(bool* p_open);
+static void ShowExampleAppFullscreen(bool* p_open);
static void ShowExampleAppWindowTitles(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile();
// Helper to display a little (?) mark which shows a tooltip when hovered.
-// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt)
+// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)
static void HelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
@@ -161,7 +206,9 @@ void ImGui::ShowUserGuide()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
- ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents).");
+ ImGui::BulletText(
+ "Click and drag on lower corner to resize window\n"
+ "(double-click to auto fit window to its contents).");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
if (io.FontAllowUserScaling)
@@ -192,26 +239,33 @@ void ImGui::ShowUserGuide()
// - ShowDemoWindowWidgets()
// - ShowDemoWindowLayout()
// - ShowDemoWindowPopups()
+// - ShowDemoWindowTables()
// - ShowDemoWindowColumns()
// - ShowDemoWindowMisc()
//-----------------------------------------------------------------------------
-// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly)
+// We split the contents of the big ShowDemoWindow() function into smaller functions
+// (because the link time of very large functions grow non-linearly)
static void ShowDemoWindowWidgets();
static void ShowDemoWindowLayout();
static void ShowDemoWindowPopups();
+static void ShowDemoWindowTables();
static void ShowDemoWindowColumns();
static void ShowDemoWindowMisc();
// Demonstrate most Dear ImGui features (this is big function!)
-// You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature.
+// You may execute this function to experiment with the UI and understand what it does.
+// You may then search for keywords in the code when you are interested by a specific feature.
void ImGui::ShowDemoWindow(bool* p_open)
{
- IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Exceptionally add an extra assert here for people confused with initial dear imgui setup
+ // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup
+ // Most ImGui functions would normally just crash if the context is missing.
+ IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!");
// Examples Apps (accessible from the "Examples" menu)
- static bool show_app_documents = false;
static bool show_app_main_menu_bar = false;
+ static bool show_app_documents = false;
+
static bool show_app_console = false;
static bool show_app_log = false;
static bool show_app_layout = false;
@@ -220,11 +274,13 @@ void ImGui::ShowDemoWindow(bool* p_open)
static bool show_app_auto_resize = false;
static bool show_app_constrained_resize = false;
static bool show_app_simple_overlay = false;
+ static bool show_app_fullscreen = false;
static bool show_app_window_titles = false;
static bool show_app_custom_rendering = false;
- if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
+ if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
+
if (show_app_console) ShowExampleAppConsole(&show_app_console);
if (show_app_log) ShowExampleAppLog(&show_app_log);
if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
@@ -233,6 +289,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize);
if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay);
+ if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen);
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
@@ -241,9 +298,14 @@ void ImGui::ShowDemoWindow(bool* p_open)
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;
@@ -269,8 +331,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
- // We specify a default position/size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming.
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+ // We specify a default position/size in case there's no data in the .ini file.
+ // We only do it to make the demo applications a little more welcoming, but typically this isn't required.
+ const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
// Main body of the Demo window starts here.
@@ -281,9 +345,13 @@ void ImGui::ShowDemoWindow(bool* p_open)
return;
}
- // Most "big" widgets share a common width settings by default.
- //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default)
- ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size.
+ // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
+
+ // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
+ //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);
+
+ // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
+ ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
// Menu Bar
if (ImGui::BeginMenuBar())
@@ -304,6 +372,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);
+ ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen);
ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
ImGui::MenuItem("Documents", NULL, &show_app_documents);
@@ -311,7 +380,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
}
if (ImGui::BeginMenu("Tools"))
{
- ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
+ ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics);
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
ImGui::EndMenu();
@@ -328,7 +397,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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).");
+ "and Metrics/Debugger (general purpose Dear ImGui debugging tool).");
ImGui::Separator();
ImGui::Text("PROGRAMMER GUIDE:");
@@ -350,14 +419,16 @@ 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(); 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::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
+ ImGui::SameLine(); HelpMarker("Enable keyboard controls.");
+ ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
+ ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
+ ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
- ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouse);
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) // Create a way to restore this flag otherwise we could be stuck completely!
+ ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse);
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
{
+ // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it:
if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)
{
ImGui::SameLine();
@@ -366,27 +437,34 @@ 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(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
+ ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
+ ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
- ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting");
+ ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)");
+ ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
+ ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
- ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor 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"))
{
- HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\nHere we expose then as read-only fields to avoid breaking interactions with your back-end.");
- ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags.
- ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
- ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
- ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
- ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
+ HelpMarker(
+ "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
+ "Here we expose then as read-only fields to avoid breaking interactions with your backend.");
+
+ // Make a local copy to avoid modifying actual backend flags.
+ ImGuiBackendFlags backend_flags = io.BackendFlags;
+ ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad);
+ ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors);
+ ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos);
+ ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
ImGui::TreePop();
ImGui::Separator();
}
@@ -401,10 +479,13 @@ 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.");
- HelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
+ HelpMarker(
+ "The logging API redirects all text output so you can easily capture the content of "
+ "a window or a block. Tree nodes can be automatically expanded.\n"
+ "Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
ImGui::LogButtons();
- ImGui::TextWrapped("You can also call ImGui::LogText() to output directly to the log without a visual output.");
+
+ HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.");
if (ImGui::Button("Copy \"Hello, world!\" to clipboard"))
{
ImGui::LogToClipboard();
@@ -417,26 +498,31 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::CollapsingHeader("Window options"))
{
- ImGui::Checkbox("No titlebar", &no_titlebar); ImGui::SameLine(150);
- ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::SameLine(300);
- ImGui::Checkbox("No menu", &no_menu);
- ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150);
- ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300);
- ImGui::Checkbox("No collapse", &no_collapse);
- ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
- ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300);
- ImGui::Checkbox("No background", &no_background);
- ImGui::Checkbox("No bring to front", &no_bring_to_front);
+ if (ImGui::BeginTable("split", 3))
+ {
+ ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);
+ ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);
+ ImGui::EndTable();
+ }
}
// All demo contents
ShowDemoWindowWidgets();
ShowDemoWindowLayout();
ShowDemoWindowPopups();
- ShowDemoWindowColumns();
+ ShowDemoWindowTables();
ShowDemoWindowMisc();
// End of ShowDemoWindow()
+ ImGui::PopItemWidth();
ImGui::End();
}
@@ -470,15 +556,17 @@ 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();
@@ -515,11 +603,12 @@ 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" };
+ // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api.
+ const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" };
static int item_current = 0;
ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
- ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n");
+ ImGui::SameLine(); HelpMarker(
+ "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.");
}
{
@@ -527,14 +616,28 @@ static void ShowDemoWindowWidgets()
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
static char str0[128] = "Hello, world!";
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
- ImGui::SameLine(); HelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp).");
+ 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(); HelpMarker("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");
@@ -544,7 +647,9 @@ static void ShowDemoWindowWidgets()
static float f1 = 1.e10f;
ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e");
- ImGui::SameLine(); HelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n");
+ 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);
@@ -553,23 +658,26 @@ static void ShowDemoWindowWidgets()
{
static int i1 = 50, i2 = 42;
ImGui::DragInt("drag int", &i1, 1);
- ImGui::SameLine(); HelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value.");
+ 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(); 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);
@@ -578,31 +686,34 @@ static void ShowDemoWindowWidgets()
// 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 };
- const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
- static int current_element = Element_Fire;
- const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown";
- ImGui::SliderInt("slider enum", &current_element, 0, Element_COUNT - 1, current_element_name);
+ static int elem = Element_Fire;
+ const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
+ const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown";
+ ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name);
ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
}
{
- 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(); HelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n");
+ ImGui::SameLine(); HelpMarker(
+ "Click on the color square to open a color picker.\n"
+ "Click and hold to use drag and drop.\n"
+ "Right-click on the color square to show options.\n"
+ "CTRL+click on individual component to input value.\n");
ImGui::ColorEdit4("color 2", col2);
}
{
- // List box
- const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
- static int listbox_item_current = 1;
- ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
-
- //static int listbox_item_current2 = 2;
- //ImGui::SetNextItemWidth(-1);
- //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4);
+ // Using the _simplified_ one-liner ListBox() api here
+ // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api.
+ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
+ static int item_current = 1;
+ ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4);
+ ImGui::SameLine(); HelpMarker(
+ "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
}
ImGui::TreePop();
@@ -620,8 +731,8 @@ static void ShowDemoWindowWidgets()
{
for (int i = 0; i < 5; i++)
{
- // Use SetNextItemOpen() so set the default state of a node to be open.
- // We could also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
+ // Use SetNextItemOpen() so set the default state of a node to be open. We could
+ // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
if (i == 0)
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
@@ -629,7 +740,7 @@ static void ShowDemoWindowWidgets()
{
ImGui::Text("blah blah");
ImGui::SameLine();
- if (ImGui::SmallButton("button")) {};
+ if (ImGui::SmallButton("button")) {}
ImGui::TreePop();
}
}
@@ -638,23 +749,31 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{
- HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
+ HelpMarker(
+ "This is a more typical looking tree with selectable nodes.\n"
+ "Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");
static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
static bool align_label_with_current_x_position = false;
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
- ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
+ static bool test_drag_and_drop = false;
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
+ ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
+ ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
ImGui::Text("Hello!");
if (align_label_with_current_x_position)
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
- static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.
- int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc.
+ // 'selection_mask' is dumb representation of what may be user-side selection state.
+ // You may retain selection state inside or outside your objects in whatever format you see fit.
+ // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
+ /// of the loop. May be a pointer to your own node type, etc.
+ static int selection_mask = (1 << 2);
+ int node_clicked = -1;
for (int i = 0; i < 6; i++)
{
- // Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
+ // Disable the default "open on single-click behavior" + set Selected flag according to our selection.
ImGuiTreeNodeFlags node_flags = base_flags;
const bool is_selected = (selection_mask & (1 << i)) != 0;
if (is_selected)
@@ -665,6 +784,12 @@ static void ShowDemoWindowWidgets()
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::BulletText("Blah blah\nBlah Blah");
@@ -674,20 +799,27 @@ static void ShowDemoWindowWidgets()
else
{
// Items 3..5 are Tree Leaves
- // The only reason we use TreeNode at all is to allow selection of the leaf.
- // Otherwise we can use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
+ // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
+ // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
if (ImGui::IsItemClicked())
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
}
if (align_label_with_current_x_position)
@@ -736,11 +868,11 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Text"))
{
- if (ImGui::TreeNode("Colored Text"))
+ if (ImGui::TreeNode("Colorful Text"))
{
// Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
- ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink");
- ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow");
+ ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
+ ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");
ImGui::TextDisabled("Disabled");
ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
ImGui::TreePop();
@@ -749,27 +881,32 @@ static void ShowDemoWindowWidgets()
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();
}
@@ -777,14 +914,19 @@ 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 docs/FONTS.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 docs/FONTS.txt for details.");
+ // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
+ // can save your source files as 'UTF-8 without signature').
+ // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8
+ // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.
+ // Don't do this in your application! Please use u8"text in any language" in your application!
+ // Note that characters values are preserved even by InputText() if the font cannot be displayed,
+ // so you can safely copy & paste garbled characters into another application.
+ ImGui::TextWrapped(
+ "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. "
+ "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
+ "Read docs/FONTS.md for details.");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
@@ -798,43 +940,68 @@ 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_opengl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
- // If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc.
- // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
- // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
+ ImGui::TextWrapped(
+ "Below we are displaying the font texture (which is the only texture we have access to in this demo). "
+ "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
+ "Hover the texture for a zoomed view!");
+
+ // Below we are displaying the font texture because it is the only texture we have access to inside the demo!
+ // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
+ // will be passed to the rendering backend via the ImDrawCmd structure.
+ // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
+ // of their respective source file to specify what they expect to be stored in ImTextureID, for example:
+ // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
+ // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
+ // More:
+ // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
+ // to ImGui::Image(), and gather width/height through your own functions, etc.
+ // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
+ // it will help you debug issues if you are confused about it.
+ // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
+ // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
+ // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
ImTextureID my_tex_id = io.Fonts->TexID;
float my_tex_w = (float)io.Fonts->TexWidth;
float my_tex_h = (float)io.Fonts->TexHeight;
-
- ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
- ImVec2 pos = ImGui::GetCursorScreenPos();
- ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImVec4(1.0f,1.0f,1.0f,1.0f), ImVec4(1.0f,1.0f,1.0f,0.5f));
- if (ImGui::IsItemHovered())
{
- ImGui::BeginTooltip();
- float region_sz = 32.0f;
- float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; if (region_x < 0.0f) 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, ImVec4(1.0f, 1.0f, 1.0f, 1.0f), ImVec4(1.0f, 1.0f, 1.0f, 0.5f));
- 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, ImVec4(0.0f,0.0f,0.0f,1.0f)))
+ int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding)
+ ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible
+ ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left
+ ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture
+ ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background
+ ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
+ if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col))
pressed_count += 1;
ImGui::PopID();
ImGui::SameLine();
@@ -848,26 +1015,30 @@ static void ShowDemoWindowWidgets()
{
// Expose flags as checkbox for the demo
static ImGuiComboFlags flags = 0;
- ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft);
+ ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
- if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton))
+ if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))
flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both
- if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview))
+ if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))
flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both
- // General BeginCombo() API, you have full control over your selection data and display type.
- // (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.)
+ // Using the generic BeginCombo() API, you have full control over how to display the combo contents.
+ // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
+ // stored in the object itself, etc.)
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
- static const char* item_current = items[0]; // Here our selection is a single pointer stored outside the object.
- if (ImGui::BeginCombo("combo 1", item_current, flags)) // The second parameter is the label previewed before opening the combo.
+ static int item_current_idx = 0; // Here we store our selection data as an index.
+ const char* combo_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();
}
@@ -881,9 +1052,51 @@ 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();
+ }
+
+ if (ImGui::TreeNode("List boxes"))
+ {
+ // Using the generic BeginListBox() API, you have full control over how to display the combo contents.
+ // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
+ // stored in the object itself, etc.)
+ const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
+ static int item_current_idx = 0; // Here we store our selection data as an index.
+ if (ImGui::BeginListBox("listbox 1"))
+ {
+ for (int n = 0; n < IM_ARRAYSIZE(items); n++)
+ {
+ const bool is_selected = (item_current_idx == n);
+ if (ImGui::Selectable(items[n], is_selected))
+ item_current_idx = n;
+
+ // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+ if (is_selected)
+ ImGui::SetItemDefaultFocus();
+ }
+ ImGui::EndListBox();
+ }
+
+ // Custom size: use all width, 5 items tall
+ ImGui::Text("Full-width:");
+ if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))
+ {
+ for (int n = 0; n < IM_ARRAYSIZE(items); n++)
+ {
+ const bool is_selected = (item_current_idx == n);
+ if (ImGui::Selectable(items[n], is_selected))
+ item_current_idx = n;
+
+ // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+ if (is_selected)
+ ImGui::SetItemDefaultFocus();
+ }
+ ImGui::EndListBox();
+ }
ImGui::TreePop();
}
@@ -891,9 +1104,11 @@ 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 };
@@ -937,7 +1152,8 @@ 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");
@@ -946,42 +1162,77 @@ static void ShowDemoWindowWidgets()
}
if (ImGui::TreeNode("In columns"))
{
- ImGui::Columns(3, NULL, false);
- static bool selected[16] = {};
- for (int i = 0; i < 16; i++)
+ static bool selected[10] = {};
+
+ if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
{
- char label[32]; sprintf(label, "Item %d", i);
- if (ImGui::Selectable(label, &selected[i])) {}
- ImGui::NextColumn();
+ for (int i = 0; i < 10; i++)
+ {
+ char label[32];
+ sprintf(label, "Item %d", i);
+ ImGui::TableNextColumn();
+ ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap
+ }
+ ImGui::EndTable();
+ }
+ ImGui::Separator();
+ if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
+ {
+ for (int i = 0; i < 10; i++)
+ {
+ char label[32];
+ sprintf(label, "Item %d", i);
+ ImGui::TableNextRow();
+ ImGui::TableNextColumn();
+ ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);
+ ImGui::TableNextColumn();
+ ImGui::Text("Some other contents");
+ ImGui::TableNextColumn();
+ ImGui::Text("123456");
+ }
+ ImGui::EndTable();
}
- ImGui::Columns(1);
ImGui::TreePop();
}
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++)
- {
- ImGui::PushID(i);
- if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50)))
+ 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++)
{
- // 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; }
+ 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 ((i % 4) < 3) ImGui::SameLine();
- ImGui::PopID();
- }
+
+ if (winning_state)
+ ImGui::PopStyleVar();
ImGui::TreePop();
}
if (ImGui::TreeNode("Alignment"))
{
- HelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar().");
- static bool selected[3*3] = { true, false, true, false, true, false, true, false, true };
+ HelpMarker(
+ "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "
+ "basis using PushStyleVar(). You'll probably want to always keep your default situation to "
+ "left-align otherwise it becomes difficult to layout multiple items on a same line");
+ static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };
for (int y = 0; y < 3; y++)
{
for (int x = 0; x < 3; x++)
@@ -991,7 +1242,7 @@ static void ShowDemoWindowWidgets()
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::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));
ImGui::PopStyleVar();
}
}
@@ -1022,38 +1273,109 @@ static void ShowDemoWindowWidgets()
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 <string> 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::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
ImGui::TreePop();
}
if (ImGui::TreeNode("Filtered Text Input"))
{
- static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
- static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
+ 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);
- struct TextFilters { static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
+ static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
+ static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
+ ImGui::TreePop();
+ }
- ImGui::Text("Password input");
- static char bufpass[64] = "password123";
- ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
+ 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>", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
- ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
+ ImGui::InputTextWithHint("password (w/ hint)", "<password>", 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 prefered type.
- // See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
- HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
+ // 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)
@@ -1062,14 +1384,14 @@ static void ShowDemoWindowWidgets()
{
ImVector<char>* my_str = (ImVector<char>*)data->UserData;
IM_ASSERT(my_str->begin() == data->Buf);
- my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
+ my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
data->Buf = my_str->begin();
}
return 0;
}
- // Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files.
- // For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str).
+ // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.
+ // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'
static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
{
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
@@ -1078,7 +1400,8 @@ static void ShowDemoWindowWidgets()
};
// For this demo we are using ImVector as a string container.
- // Note that because we need to store a terminating zero character, our size/capacity are 1 more than usually reported by a typical string class.
+ // Note that because we need to store a terminating zero character, our size/capacity are 1 more
+ // than usually reported by a typical string class.
static ImVector<char> my_str;
if (my_str.empty())
my_str.push_back(0);
@@ -1090,8 +1413,149 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
- // Plot/Graph widgets are currently fairly limited.
- // Consider writing your own plotting widget, or using a third-party one (see "Wiki->Useful Widgets", or github.com/ocornut/imgui/issues/2747)
+ // Tabs
+ if (ImGui::TreeNode("Tabs"))
+ {
+ if (ImGui::TreeNode("Basic"))
+ {
+ ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
+ if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+ {
+ if (ImGui::BeginTabItem("Avocado"))
+ {
+ ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
+ }
+ if (ImGui::BeginTabItem("Broccoli"))
+ {
+ ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
+ }
+ if (ImGui::BeginTabItem("Cucumber"))
+ {
+ ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
+ }
+ ImGui::EndTabBar();
+ }
+ ImGui::Separator();
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Advanced & Close Button"))
+ {
+ // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
+ static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
+ if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
+ tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+
+ // Tab Bar
+ const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
+ static bool opened[4] = { true, true, true, true }; // Persistent user state
+ for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+ {
+ if (n > 0) { ImGui::SameLine(); }
+ ImGui::Checkbox(names[n], &opened[n]);
+ }
+
+ // Passing a bool* to BeginTabItem() is similar to passing one to Begin():
+ // the underlying bool will be set to false when the tab is closed.
+ if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+ {
+ for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+ if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
+ {
+ ImGui::Text("This is the %s tab!", names[n]);
+ if (n & 1)
+ ImGui::Text("I am an odd tab.");
+ ImGui::EndTabItem();
+ }
+ ImGui::EndTabBar();
+ }
+ ImGui::Separator();
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
+ {
+ static ImVector<int> active_tabs;
+ static int next_tab_id = 0;
+ if (next_tab_id == 0) // Initialize with some default tabs
+ for (int i = 0; i < 3; i++)
+ active_tabs.push_back(next_tab_id++);
+
+ // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
+ // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
+ // but they tend to make more sense together)
+ static bool show_leading_button = true;
+ static bool show_trailing_button = true;
+ ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
+ ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
+
+ // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
+ static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+
+ if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+ {
+ // Demo a Leading TabItemButton(): click the "?" button to open a menu
+ if (show_leading_button)
+ if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
+ ImGui::OpenPopup("MyHelpMenu");
+ if (ImGui::BeginPopup("MyHelpMenu"))
+ {
+ ImGui::Selectable("Hello!");
+ ImGui::EndPopup();
+ }
+
+ // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+")
+ // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
+ if (show_trailing_button)
+ if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
+ active_tabs.push_back(next_tab_id++); // Add new tab
+
+ // Submit our regular tabs
+ for (int n = 0; n < active_tabs.Size; )
+ {
+ bool open = true;
+ char name[16];
+ snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
+ if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
+ {
+ ImGui::Text("This is the %s tab!", name);
+ ImGui::EndTabItem();
+ }
+
+ if (!open)
+ active_tabs.erase(active_tabs.Data + n);
+ else
+ n++;
+ }
+
+ ImGui::EndTabBar();
+ }
+ ImGui::Separator();
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+
+ // Plot/Graph widgets are not very good.
+ // Consider writing your own, or using a third-party one, see:
+ // - ImPlot https://github.com/epezent/implot
+ // - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
if (ImGui::TreeNode("Plots Widgets"))
{
static bool animate = true;
@@ -1100,20 +1564,21 @@ 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.
+ // 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;
}
// Plots can display overlay texts
@@ -1125,12 +1590,13 @@ static void ShowDemoWindowWidgets()
average /= (float)IM_ARRAYSIZE(values);
char overlay[32];
sprintf(overlay, "avg %f", average);
- ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0,80));
+ ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));
}
- ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));
+ 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); }
@@ -1138,13 +1604,13 @@ static void ShowDemoWindowWidgets()
};
static int func_type = 0, display_count = 70;
ImGui::Separator();
- ImGui::SetNextItemWidth(100);
+ ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::Combo("func", &func_type, "Sin\0Saw\0");
ImGui::SameLine();
ImGui::SliderInt("Sample count", &display_count, 1, 400);
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
@@ -1158,20 +1624,20 @@ static void ShowDemoWindowWidgets()
// 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::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 = ImVec4(114.0f/255.0f, 144.0f/255.0f, 154.0f/255.0f, 200.0f/255.0f);
+ 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;
@@ -1186,7 +1652,9 @@ static void ShowDemoWindowWidgets()
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(); HelpMarker("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 color square to open a color picker.\n"
+ "CTRL+click on individual component to input value.\n");
ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
ImGui::Text("Color widget HSV with Alpha:");
@@ -1196,19 +1664,23 @@ static void ShowDemoWindowWidgets()
ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
ImGui::Text("Color button with Picker:");
- ImGui::SameLine(); HelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup.");
+ 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] = {};
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;
@@ -1232,9 +1704,9 @@ 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");
@@ -1243,11 +1715,13 @@ 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))
@@ -1264,14 +1738,16 @@ 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 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);
@@ -1288,7 +1764,10 @@ static void ShowDemoWindowWidgets()
}
}
ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");
- ImGui::SameLine(); HelpMarker("ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
+ ImGui::SameLine(); HelpMarker(
+ "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
+ "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
+ "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0");
ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode.");
ImGuiColorEditFlags flags = misc_flags;
@@ -1303,22 +1782,62 @@ static void ShowDemoWindowWidgets()
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(); HelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible.");
+ ImGui::Text("Set defaults in code:");
+ ImGui::SameLine(); HelpMarker(
+ "SetColorEditOptions() is designed to allow you to set boot-time default.\n"
+ "We don't have Push/Pop functions because you can force options on a per-widget basis if needed,"
+ "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid"
+ "encouraging you to persistently save values that aren't forward-compatible.");
if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
// HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
- static ImVec4 color_stored_as_hsv(0.23f, 1.0f, 1.0f, 1.0f);
+ static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
ImGui::Spacing();
ImGui::Text("HSV encoded colors");
- ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
+ 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_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
- ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
- ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f);
+ ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
+ ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
+ ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);
+
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNode("Drag/Slider Flags"))
+ {
+ // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
+ static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
+ ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
+ ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
+ ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
+ ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
+ ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");
+
+ // Drags
+ static float drag_f = 0.5f;
+ static int drag_i = 50;
+ ImGui::Text("Underlying float value: %f", drag_f);
+ ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);
+ ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
+ ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
+ ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
+ ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
+
+ // Sliders
+ static float slider_f = 0.5f;
+ static int slider_i = 50;
+ ImGui::Text("Underlying float value: %f", slider_f);
+ ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags);
+ ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags);
ImGui::TreePop();
}
@@ -1327,27 +1846,31 @@ 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;
@@ -1379,7 +1902,10 @@ 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(); HelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value.");
+ 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);
@@ -1388,34 +1914,42 @@ static void ShowDemoWindowWidgets()
ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
- ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 1.0f);
- ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); HelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range.");
- ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f);
- ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f);
+ ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f");
+ ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);
+ ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams");
+ ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
ImGui::Text("Sliders");
- ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d");
- ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u");
- ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d");
- ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u");
- ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
- ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
- ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
- ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
- ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
- ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
- ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d");
- ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d");
- ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d");
- ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms");
- ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms");
- ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms");
- ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
- ImGui::SliderScalar("slider float low^2", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", 2.0f);
- ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e");
- ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams", 1.0f);
- ImGui::SliderScalar("slider double low^2",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", 2.0f);
- ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams", 1.0f);
+ ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d");
+ ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u");
+ ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d");
+ ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u");
+ ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
+ ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
+ ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
+ ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
+ ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
+ ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
+ ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64);
+ ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64);
+ ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64);
+ ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms");
+ ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms");
+ ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms");
+ ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
+ ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic);
+ ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e");
+ ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams");
+ ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic);
+ ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
+
+ ImGui::Text("Sliders (reverse)");
+ ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d");
+ ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u");
+ ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d");
+ ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u");
+ ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64);
+ ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms");
static bool inputs_step = true;
ImGui::Text("Inputs");
@@ -1473,7 +2007,7 @@ 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 };
@@ -1482,11 +2016,11 @@ 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);
@@ -1505,7 +2039,7 @@ static void ShowDemoWindowWidgets()
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]);
@@ -1522,7 +2056,7 @@ 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();
}
@@ -1536,9 +2070,10 @@ static void ShowDemoWindowWidgets()
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.
- HelpMarker("You can drag from the colored squares.");
+ // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
+ // to allow your own widgets to use colors in their drag and drop interaction.
+ // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
+ HelpMarker("You can drag from the color squares.");
static float col1[3] = { 1.0f, 0.0f, 0.2f };
static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
ImGui::ColorEdit3("color 1", col1);
@@ -1558,19 +2093,28 @@ 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();
@@ -1607,7 +2151,9 @@ static void ShowDemoWindowWidgets()
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.");
+ 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++)
{
@@ -1631,13 +2177,20 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
- if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)"))
+ if (ImGui::TreeNode("Querying Status (Edited/Active/Focused/Hovered etc.)"))
{
- // Submit an item (various types available) so we can query their status in the following block.
+ // 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)", "Combo", "ListBox"
+ };
static int item_type = 1;
- ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode\0TreeNode (w/ double-click)\0ListBox\0", 20);
+ ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
ImGui::SameLine();
- HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions.");
+ HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
+
+ // 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 };
@@ -1654,12 +2207,13 @@ static void ShowDemoWindowWidgets()
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", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
+ if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
+ if (item_type == 13){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
- // Display the value of IsItemHovered() and other common item state functions.
+ // Display the values of IsItemHovered() and other common item state functions.
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
- // we query every state in a single call to avoid storing them and to simplify the code
+ // we query every state in a single call to avoid storing them and to simplify the code.
ImGui::BulletText(
"Return value = %d\n"
"IsItemFocused() = %d\n"
@@ -1702,7 +2256,7 @@ 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 ImGuiFocusedFlags_XXX flags can be combined.
@@ -1744,11 +2298,11 @@ static void ShowDemoWindowWidgets()
if (embed_all_inside_a_child_window)
ImGui::EndChild();
- static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above.";
- ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly);
+ 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.
static bool test_window = false;
ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
if (test_window)
@@ -1772,7 +2326,7 @@ static void ShowDemoWindowWidgets()
static void ShowDemoWindowLayout()
{
- if (!ImGui::CollapsingHeader("Layout"))
+ if (!ImGui::CollapsingHeader("Layout & Scrolling"))
return;
if (ImGui::TreeNode("Child windows"))
@@ -1783,24 +2337,14 @@ static void ShowDemoWindowLayout()
ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
ImGui::Checkbox("Disable Menu", &disable_menu);
- static int line = 50;
- bool goto_line = ImGui::Button("Goto");
- ImGui::SameLine();
- ImGui::SetNextItemWidth(100);
- goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue);
-
// Child 1: no border, enable horizontal scrollbar
{
- ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0);
+ 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();
}
@@ -1808,7 +2352,11 @@ 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("ChildR", ImVec2(0, 260), true, window_flags);
if (!disable_menu && ImGui::BeginMenuBar())
@@ -1820,13 +2368,16 @@ static void ShowDemoWindowLayout()
}
ImGui::EndMenuBar();
}
- ImGui::Columns(2);
- for (int i = 0; i < 100; i++)
+ if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))
{
- char buf[32];
- sprintf(buf, "%03d", i);
- ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
- ImGui::NextColumn();
+ for (int i = 0; i < 100; i++)
+ {
+ char buf[32];
+ sprintf(buf, "%03d", i);
+ ImGui::TableNextColumn();
+ ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
+ }
+ ImGui::EndTable();
}
ImGui::EndChild();
ImGui::PopStyleVar();
@@ -1836,20 +2387,27 @@ 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(ImGui::GetCursorPosX() + 10);
+ static int offset_x = 0;
+ ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+ ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000);
+
+ ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);
ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
ImGui::BeginChild("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);
}
@@ -1858,36 +2416,75 @@ static void ShowDemoWindowLayout()
if (ImGui::TreeNode("Widgets Width"))
{
+ static float f = 0.0f;
+ static bool show_indented_items = true;
+ ImGui::Checkbox("Show indented items", &show_indented_items);
+
// Use SetNextItemWidth() to set the width of a single upcoming item.
// Use PushItemWidth()/PopItemWidth() to set the width of a group of items.
- static float f = 0.0f;
+ // In real code use you'll probably want to choose width values that are proportional to your font size
+ // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.
+
ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
ImGui::SameLine(); HelpMarker("Fixed width.");
- ImGui::SetNextItemWidth(100);
- ImGui::DragFloat("float##1", &f);
+ ImGui::PushItemWidth(100);
+ ImGui::DragFloat("float##1b", &f);
+ if (show_indented_items)
+ {
+ ImGui::Indent();
+ ImGui::DragFloat("float (indented)##1b", &f);
+ ImGui::Unindent();
+ }
+ ImGui::PopItemWidth();
- ImGui::Text("SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)");
- ImGui::SameLine(); HelpMarker("Half of window width.");
- ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f);
- ImGui::DragFloat("float##2", &f);
+ ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
+ ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
+ ImGui::PushItemWidth(-100);
+ ImGui::DragFloat("float##2a", &f);
+ if (show_indented_items)
+ {
+ ImGui::Indent();
+ ImGui::DragFloat("float (indented)##2b", &f);
+ ImGui::Unindent();
+ }
+ ImGui::PopItemWidth();
ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");
ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
- ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
- ImGui::DragFloat("float##3", &f);
+ ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);
+ ImGui::DragFloat("float##3a", &f);
+ if (show_indented_items)
+ {
+ ImGui::Indent();
+ ImGui::DragFloat("float (indented)##3b", &f);
+ ImGui::Unindent();
+ }
+ ImGui::PopItemWidth();
- ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");
- ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
- ImGui::SetNextItemWidth(-100);
- ImGui::DragFloat("float##4", &f);
+ ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)");
+ ImGui::SameLine(); HelpMarker("Align to right edge minus half");
+ ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
+ ImGui::DragFloat("float##4a", &f);
+ if (show_indented_items)
+ {
+ ImGui::Indent();
+ ImGui::DragFloat("float (indented)##4b", &f);
+ ImGui::Unindent();
+ }
+ ImGui::PopItemWidth();
- // Demonstrate using PushItemWidth to surround three items. Calling SetNextItemWidth() before each of them would have the same effect.
- ImGui::Text("SetNextItemWidth/PushItemWidth(-1)");
+ // Demonstrate using PushItemWidth to surround three items.
+ // Calling SetNextItemWidth() before each of them would have the same effect.
+ ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
ImGui::SameLine(); HelpMarker("Align to right edge");
- ImGui::PushItemWidth(-1);
+ ImGui::PushItemWidth(-FLT_MIN);
ImGui::DragFloat("##float5a", &f);
- ImGui::DragFloat("##float5b", &f);
- ImGui::DragFloat("##float5c", &f);
+ if (show_indented_items)
+ {
+ ImGui::Indent();
+ ImGui::DragFloat("float (indented)##5b", &f);
+ ImGui::Unindent();
+ }
ImGui::PopItemWidth();
ImGui::TreePop();
@@ -1962,7 +2559,8 @@ 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;
@@ -1981,80 +2579,12 @@ static void ShowDemoWindowLayout()
ImGui::TreePop();
}
- if (ImGui::TreeNode("Tabs"))
- {
- if (ImGui::TreeNode("Basic"))
- {
- ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
- if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
- {
- if (ImGui::BeginTabItem("Avocado"))
- {
- ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- if (ImGui::BeginTabItem("Broccoli"))
- {
- ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- if (ImGui::BeginTabItem("Cucumber"))
- {
- ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- ImGui::EndTabBar();
- }
- ImGui::Separator();
- ImGui::TreePop();
- }
-
- if (ImGui::TreeNode("Advanced & Close Button"))
- {
- // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
- static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
- ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_Reorderable);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
- if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
- tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
-
- // Tab Bar
- const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
- static bool opened[4] = { true, true, true, true }; // Persistent user state
- for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
- {
- if (n > 0) { ImGui::SameLine(); }
- ImGui::Checkbox(names[n], &opened[n]);
- }
-
- // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): the underlying bool will be set to false when the tab is closed.
- if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
- {
- for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
- if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
- {
- ImGui::Text("This is the %s tab!", names[n]);
- if (n & 1)
- ImGui::Text("I am an odd tab.");
- ImGui::EndTabItem();
- }
- ImGui::EndTabBar();
- }
- ImGui::Separator();
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
-
if (ImGui::TreeNode("Groups"))
{
- HelpMarker("BeginGroup() basically locks the horizontal position for new line. EndGroup() bundles the whole group so that you can use \"item\" functions such as IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");
+ HelpMarker(
+ "BeginGroup() basically locks the horizontal position for new line. "
+ "EndGroup() bundles the whole group so that you can use \"item\" functions such as "
+ "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");
ImGui::BeginGroup();
{
ImGui::BeginGroup();
@@ -2077,20 +2607,20 @@ 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();
ImGui::Button("LEVERAGE\nBUZZWORD", size);
ImGui::SameLine();
- if (ImGui::ListBoxHeader("List", size))
+ if (ImGui::BeginListBox("List", size))
{
ImGui::Selectable("Selected", true);
ImGui::Selectable("Not Selected", false);
- ImGui::ListBoxFooter();
+ ImGui::EndListBox();
}
ImGui::TreePop();
@@ -2100,8 +2630,9 @@ static void ShowDemoWindowLayout()
{
{
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 fit in less vertical spaces than lines with normal widgets.");
+ ImGui::SameLine(); HelpMarker(
+ "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. "
+ "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.");
ImGui::Indent();
ImGui::Text("KO Blahblah"); ImGui::SameLine();
@@ -2109,7 +2640,8 @@ static void ShowDemoWindowLayout()
HelpMarker("Baseline of button will look misaligned with text..");
// If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
- // Because we don't know what's coming after the Text() statement, we need to move the text baseline down by FramePadding.y
+ // (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();
@@ -2161,7 +2693,7 @@ static void ShowDemoWindowLayout()
ImGui::BulletText("Misc items:");
ImGui::Indent();
- // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button
+ // 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));
@@ -2174,12 +2706,29 @@ static void ShowDemoWindowLayout()
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
+ 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();
- 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.
+ // 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) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
+ 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");
@@ -2207,8 +2756,6 @@ static void ShowDemoWindowLayout()
static float scroll_to_pos_px = 200.0f;
ImGui::Checkbox("Decoration", &enable_extra_decorations);
- ImGui::SameLine();
- HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars.");
ImGui::Checkbox("Track", &enable_track);
ImGui::PushItemWidth(100);
@@ -2236,8 +2783,9 @@ static void ShowDemoWindowLayout()
const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };
ImGui::TextUnformatted(names[i]);
- ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
- bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags);
+ const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
+ const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
+ const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags);
if (ImGui::BeginMenuBar())
{
ImGui::TextUnformatted("abc");
@@ -2247,7 +2795,7 @@ static void ShowDemoWindowLayout()
ImGui::SetScrollY(scroll_to_off_px);
if (scroll_to_pos)
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
- if (window_visible) // Avoid calling SetScrollHereY when running with culled items
+ if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items
{
for (int item = 0; item < 100; item++)
{
@@ -2272,21 +2820,28 @@ static void ShowDemoWindowLayout()
// Horizontal scroll functions
ImGui::Spacing();
- HelpMarker("Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause the clipping rectangle of most window hides half worth of WindowPadding on the left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the equivalent SetScrollFromPosY(+1) wouldn't.");
+ HelpMarker(
+ "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n"
+ "Because the clipping rectangle of most window hides half worth of WindowPadding on the "
+ "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the "
+ "equivalent SetScrollFromPosY(+1) wouldn't.");
ImGui::PushID("##HorizontalScrolling");
for (int i = 0; i < 5; i++)
{
float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
- bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags);
+ ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);
+ bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags);
if (scroll_to_off)
ImGui::SetScrollX(scroll_to_off_px);
if (scroll_to_pos)
ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
- if (window_visible) // Avoid calling SetScrollHereY when running with culled items
+ if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items
{
for (int item = 0; item < 100; item++)
{
+ if (item > 0)
+ ImGui::SameLine();
if (enable_track && item == track_item)
{
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
@@ -2296,7 +2851,6 @@ static void ShowDemoWindowLayout()
{
ImGui::Text("Item %d", item);
}
- ImGui::SameLine();
}
}
float scroll_x = ImGui::GetScrollX();
@@ -2310,16 +2864,21 @@ static void ShowDemoWindowLayout()
ImGui::PopID();
// Miscellaneous Horizontal Scrolling Demo
- HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
+ 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++)
{
@@ -2327,8 +2886,8 @@ 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));
@@ -2342,13 +2901,21 @@ static void ShowDemoWindowLayout()
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();
}
@@ -2419,6 +2986,17 @@ static void ShowDemoWindowLayout()
}
if (show_columns)
{
+ ImGui::Text("Tables:");
+ if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders))
+ {
+ for (int n = 0; n < 4; n++)
+ {
+ ImGui::TableNextColumn();
+ ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x);
+ }
+ ImGui::EndTable();
+ }
+ ImGui::Text("Columns:");
ImGui::Columns(4);
for (int n = 0; n < 4; n++)
{
@@ -2437,7 +3015,7 @@ static void ShowDemoWindowLayout()
}
if (show_child)
{
- ImGui::BeginChild("child", ImVec2(0,0), true);
+ ImGui::BeginChild("child", ImVec2(0, 0), true);
ImGui::EndChild();
}
ImGui::End();
@@ -2448,16 +3026,66 @@ static void ShowDemoWindowLayout()
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(0)) { 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();
}
}
@@ -2470,10 +3098,12 @@ static void ShowDemoWindowPopups()
// The properties of popups windows are:
// - They block normal mouse hovering detection outside them. (*)
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
- // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls.
- // User can manipulate the visibility state by calling OpenPopup().
- // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
- // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
+ // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as
+ // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup().
+ // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even
+ // when normally blocked by a popup.
+ // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close
+ // popups at any time.
// Typical use for regular windows:
// bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();
@@ -2485,14 +3115,16 @@ 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();
@@ -2562,60 +3194,106 @@ static void ShowDemoWindowPopups()
if (ImGui::TreeNode("Context menus"))
{
+ HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.");
+
// BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:
- // if (IsItemHovered() && IsMouseReleased(0))
- // OpenPopup(id);
- // return BeginPopup(id);
- // For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation.
- static float value = 0.5f;
- ImGui::Text("Value = %.3f (<-- right-click here)", value);
- if (ImGui::BeginPopupContextItem("item context menu"))
- {
- if (ImGui::Selectable("Set to zero")) value = 0.0f;
- if (ImGui::Selectable("Set to PI")) value = 3.1415f;
- ImGui::SetNextItemWidth(-1);
- ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);
- ImGui::EndPopup();
+ // if (id == 0)
+ // id = GetItemID(); // Use last item id
+ // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
+ // OpenPopup(id);
+ // return BeginPopup(id);
+ // For advanced advanced uses you may want to replicate and customize this code.
+ // See more details in BeginPopupContextItem().
+
+ // Example 1
+ // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(),
+ // and BeginPopupContextItem() will use the last item ID as the popup ID.
+ {
+ const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" };
+ for (int n = 0; n < 5; n++)
+ {
+ ImGui::Selectable(names[n]);
+ if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id
+ {
+ ImGui::Text("This a popup for \"%s\"!", names[n]);
+ if (ImGui::Button("Close"))
+ ImGui::CloseCurrentPopup();
+ ImGui::EndPopup();
+ }
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("Right-click to open popup");
+ }
}
- // 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);
+ // Example 2
+ // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem().
+ // Using an explicit identifier is also convenient if you want to activate the popups from different locations.
+ {
+ HelpMarker("Text() elements don't have stable identifiers so we need to provide one.");
+ static float value = 0.5f;
+ ImGui::Text("Value = %.3f <-- (1) right-click this value", value);
+ if (ImGui::BeginPopupContextItem("my popup"))
+ {
+ if (ImGui::Selectable("Set to zero")) value = 0.0f;
+ if (ImGui::Selectable("Set to PI")) value = 3.1415f;
+ ImGui::SetNextItemWidth(-FLT_MIN);
+ ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);
+ ImGui::EndPopup();
+ }
+
+ // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup.
+ // Here we make it that right-clicking this other text element opens the same popup as above.
+ // The popup itself will be submitted by the code above.
+ ImGui::Text("(2) Or right-click this text");
+ ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight);
- // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
- // BeginPopupContextItem() will use the last item ID as the popup ID.
- // In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details)
- static char name[32] = "Label1";
- char buf[64]; sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label
- ImGui::Button(buf);
- if (ImGui::BeginPopupContextItem())
+ // Back to square one: manually open the same popup.
+ if (ImGui::Button("(3) Or click this button"))
+ ImGui::OpenPopup("my popup");
+ }
+
+ // Example 3
+ // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID),
+ // we need to make sure your item identifier is stable.
+ // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ).
{
- ImGui::Text("Edit name:");
- ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));
- if (ImGui::Button("Close"))
- ImGui::CloseCurrentPopup();
- ImGui::EndPopup();
+ HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.");
+ static char name[32] = "Label1";
+ char buf[64];
+ sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label
+ ImGui::Button(buf);
+ if (ImGui::BeginPopupContextItem())
+ {
+ ImGui::Text("Edit name:");
+ ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));
+ if (ImGui::Button("Close"))
+ ImGui::CloseCurrentPopup();
+ ImGui::EndPopup();
+ }
+ ImGui::SameLine(); ImGui::Text("(<-- right-click here)");
}
- ImGui::SameLine(); ImGui::Text("(<-- right-click here)");
ImGui::TreePop();
}
if (ImGui::TreeNode("Modals"))
{
- ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window.");
+ ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.");
if (ImGui::Button("Delete.."))
ImGui::OpenPopup("Delete?");
+ // Always center this window when appearing
+ ImVec2 center = ImGui::GetMainViewport()->GetCenter();
+ ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
+
if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
ImGui::Separator();
- //static int dummy_i = 0;
- //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0");
+ //static int unused_i = 0;
+ //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0");
static bool dont_ask_me_next_time = false;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
@@ -2637,7 +3315,7 @@ static void ShowDemoWindowPopups()
{
if (ImGui::BeginMenu("File"))
{
- if (ImGui::MenuItem("Dummy menu item")) {}
+ if (ImGui::MenuItem("Some menu item")) {}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
@@ -2646,17 +3324,18 @@ 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"))
@@ -2676,9 +3355,12 @@ 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"))
@@ -2692,20 +3374,1867 @@ static void ShowDemoWindowPopups()
}
}
-static void ShowDemoWindowColumns()
+// Dummy data structure that we use for the Table demo.
+// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure if defined inside the demo function)
+namespace
+{
+// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.
+// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID.
+// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex)
+// If you don't use sorting, you will generally never care about giving column an ID!
+enum MyItemColumnID
+{
+ MyItemColumnID_ID,
+ MyItemColumnID_Name,
+ MyItemColumnID_Action,
+ MyItemColumnID_Quantity,
+ MyItemColumnID_Description
+};
+
+struct MyItem
{
- if (!ImGui::CollapsingHeader("Columns"))
+ int ID;
+ const char* Name;
+ int Quantity;
+
+ // We have a problem which is affecting _only this demo_ and should not affect your code:
+ // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(),
+ // however qsort doesn't allow passing user data to comparing function.
+ // As a workaround, we are storing the sort specs in a static/global for the comparing function to access.
+ // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global.
+ // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called
+ // very often by the sorting algorithm it would be a little wasteful.
+ static const ImGuiTableSortSpecs* s_current_sort_specs;
+
+ // Compare function to be used by qsort()
+ static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)
+ {
+ const MyItem* a = (const MyItem*)lhs;
+ const MyItem* b = (const MyItem*)rhs;
+ for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)
+ {
+ // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn()
+ // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler!
+ const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];
+ int delta = 0;
+ switch (sort_spec->ColumnUserID)
+ {
+ case MyItemColumnID_ID: delta = (a->ID - b->ID); break;
+ case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break;
+ case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break;
+ case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break;
+ default: IM_ASSERT(0); break;
+ }
+ if (delta > 0)
+ return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;
+ if (delta < 0)
+ return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
+ }
+
+ // qsort() is instable so always return a way to differenciate items.
+ // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs.
+ return (a->ID - b->ID);
+ }
+};
+const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;
+}
+
+// Make the UI compact because there are so many fields
+static void PushStyleCompact()
+{
+ ImGuiStyle& style = ImGui::GetStyle();
+ ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f)));
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f)));
+}
+
+static void PopStyleCompact()
+{
+ ImGui::PopStyleVar(2);
+}
+
+// Show a combo box with a choice of sizing policies
+static void EditTableSizingFlags(ImGuiTableFlags* p_flags)
+{
+ struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; };
+ static const EnumDesc policies[] =
+ {
+ { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." },
+ { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." },
+ { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." },
+ { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." },
+ { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." }
+ };
+ int idx;
+ for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++)
+ if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_))
+ break;
+ const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : "";
+ if (ImGui::BeginCombo("Sizing Policy", preview_text))
+ {
+ for (int n = 0; n < IM_ARRAYSIZE(policies); n++)
+ if (ImGui::Selectable(policies[n].Name, idx == n))
+ *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value;
+ ImGui::EndCombo();
+ }
+ ImGui::SameLine();
+ ImGui::TextDisabled("(?)");
+ if (ImGui::IsItemHovered())
+ {
+ ImGui::BeginTooltip();
+ ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f);
+ for (int m = 0; m < IM_ARRAYSIZE(policies); m++)
+ {
+ ImGui::Separator();
+ ImGui::Text("%s:", policies[m].Name);
+ ImGui::Separator();
+ ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f);
+ ImGui::TextUnformatted(policies[m].Tooltip);
+ }
+ ImGui::PopTextWrapPos();
+ ImGui::EndTooltip();
+ }
+}
+
+static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)
+{
+ ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide);
+ ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort);
+ if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch))
+ *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch);
+ if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed))
+ *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed);
+ ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize);
+ ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder);
+ ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide);
+ ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip);
+ ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort);
+ ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending);
+ ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending);
+ ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth);
+ ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending);
+ ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending);
+ ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0");
+ ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0");
+}
+
+static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)
+{
+ ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled);
+ ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible);
+ ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted);
+ ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered);
+}
+
+static void ShowDemoWindowTables()
+{
+ //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+ if (!ImGui::CollapsingHeader("Tables & Columns"))
return;
- ImGui::PushID("Columns");
+ // Using those as a base value to create width/height that are factor of the size of our font
+ const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x;
+ const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing();
+
+ ImGui::PushID("Tables");
+ int open_action = -1;
+ if (ImGui::Button("Open all"))
+ open_action = 1;
+ ImGui::SameLine();
+ if (ImGui::Button("Close all"))
+ open_action = 0;
+ ImGui::SameLine();
+
+ // Options
static bool disable_indent = false;
ImGui::Checkbox("Disable tree indentation", &disable_indent);
ImGui::SameLine();
- HelpMarker("Disable the indenting of tree nodes so demo columns can use the full window width.");
+ HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.");
+ ImGui::Separator();
if (disable_indent)
ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);
+ // About Styling of tables
+ // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs.
+ // There are however a few settings that a shared and part of the ImGuiStyle structure:
+ // style.CellPadding // Padding within each cell
+ // style.Colors[ImGuiCol_TableHeaderBg] // Table header background
+ // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders
+ // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders
+ // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows)
+ // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows)
+
+ // Demos
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Basic"))
+ {
+ // Here we will showcase three different ways to output a table.
+ // They are very simple variations of a same thing!
+
+ // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.
+ // In many situations, this is the most flexible and easy to use pattern.
+ HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.");
+ if (ImGui::BeginTable("table1", 3))
+ {
+ for (int row = 0; row < 4; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("Row %d Column %d", row, column);
+ }
+ }
+ ImGui::EndTable();
+ }
+
+ // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().
+ // This is generally more convenient when you have code manually submitting the contents of each columns.
+ HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");
+ if (ImGui::BeginTable("table2", 3))
+ {
+ for (int row = 0; row < 4; row++)
+ {
+ ImGui::TableNextRow();
+ ImGui::TableNextColumn();
+ ImGui::Text("Row %d", row);
+ ImGui::TableNextColumn();
+ ImGui::Text("Some contents");
+ ImGui::TableNextColumn();
+ ImGui::Text("123.456");
+ }
+ ImGui::EndTable();
+ }
+
+ // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),
+ // as TableNextColumn() will automatically wrap around and create new roes as needed.
+ // This is generally more convenient when your cells all contains the same type of data.
+ HelpMarker(
+ "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n"
+ "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.");
+ if (ImGui::BeginTable("table3", 3))
+ {
+ for (int item = 0; item < 14; item++)
+ {
+ ImGui::TableNextColumn();
+ ImGui::Text("Item %d", item);
+ }
+ ImGui::EndTable();
+ }
+
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Borders, background"))
+ {
+ // Expose a few Borders related flags interactively
+ enum ContentsType { CT_Text, CT_FillButton };
+ static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
+ static bool display_headers = false;
+ static int contents_type = CT_Text;
+
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
+ ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);
+ ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH");
+ ImGui::Indent();
+
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
+ ImGui::Indent();
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
+ ImGui::Unindent();
+
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
+ ImGui::Indent();
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);
+ ImGui::Unindent();
+
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner);
+ ImGui::Unindent();
+
+ ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:");
+ ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text);
+ ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton);
+ ImGui::Checkbox("Display headers", &display_headers);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers");
+ PopStyleCompact();
+
+ if (ImGui::BeginTable("table1", 3, flags))
+ {
+ // Display headers so we can inspect their interaction with borders.
+ // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details)
+ if (display_headers)
+ {
+ ImGui::TableSetupColumn("One");
+ ImGui::TableSetupColumn("Two");
+ ImGui::TableSetupColumn("Three");
+ ImGui::TableHeadersRow();
+ }
+
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ char buf[32];
+ sprintf(buf, "Hello %d,%d", column, row);
+ if (contents_type == CT_Text)
+ ImGui::TextUnformatted(buf);
+ else if (contents_type)
+ ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Resizable, stretch"))
+ {
+ // By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch"
+ // Each columns maintain a sizing weight, and they will occupy all available width.
+ static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
+ ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this.");
+ PopStyleCompact();
+
+ if (ImGui::BeginTable("table1", 3, flags))
+ {
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("Hello %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Resizable, fixed"))
+ {
+ // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set)
+ // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small)
+ // If there is not enough available width to fit all columns, they will however be resized down.
+ // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings
+ HelpMarker(
+ "Using _Resizable + _SizingFixedFit flags.\n"
+ "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n"
+ "Double-click a column border to auto-fit the column to its contents.");
+ PushStyleCompact();
+ static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
+ PopStyleCompact();
+
+ if (ImGui::BeginTable("table1", 3, flags))
+ {
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("Hello %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Resizable, mixed"))
+ {
+ HelpMarker(
+ "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n"
+ "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.");
+ static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
+
+ if (ImGui::BeginTable("table1", 3, flags))
+ {
+ ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);
+ ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
+ ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch);
+ ImGui::TableHeadersRow();
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+ if (ImGui::BeginTable("table2", 6, flags))
+ {
+ ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);
+ ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);
+ ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide);
+ ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch);
+ ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch);
+ ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);
+ ImGui::TableHeadersRow();
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 6; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Reorderable, hideable, with headers"))
+ {
+ HelpMarker(
+ "Click and drag column headers to reorder columns.\n\n"
+ "Right-click on a header to open a context menu.");
+ static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV;
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)");
+ PopStyleCompact();
+
+ if (ImGui::BeginTable("table1", 3, flags))
+ {
+ // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.
+ // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)
+ ImGui::TableSetupColumn("One");
+ ImGui::TableSetupColumn("Two");
+ ImGui::TableSetupColumn("Three");
+ ImGui::TableHeadersRow();
+ for (int row = 0; row < 6; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("Hello %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+
+ // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column)
+ if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f)))
+ {
+ ImGui::TableSetupColumn("One");
+ ImGui::TableSetupColumn("Two");
+ ImGui::TableSetupColumn("Three");
+ ImGui::TableHeadersRow();
+ for (int row = 0; row < 6; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("Fixed %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Padding"))
+ {
+ // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding.
+ // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding.
+ HelpMarker(
+ "We often want outer padding activated when any using features which makes the edges of a column visible:\n"
+ "e.g.:\n"
+ "- BorderOuterV\n"
+ "- any form of row selection\n"
+ "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n"
+ "Actual padding values are using style.CellPadding.\n\n"
+ "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding.");
+
+ static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX);
+ ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)");
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX);
+ ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)");
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX);
+ ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)");
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV);
+ static bool show_headers = false;
+ ImGui::Checkbox("show_headers", &show_headers);
+ PopStyleCompact();
+
+ if (ImGui::BeginTable("table_padding", 3, flags1))
+ {
+ if (show_headers)
+ {
+ ImGui::TableSetupColumn("One");
+ ImGui::TableSetupColumn("Two");
+ ImGui::TableSetupColumn("Three");
+ ImGui::TableHeadersRow();
+ }
+
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ if (row == 0)
+ {
+ ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
+ }
+ else
+ {
+ char buf[32];
+ sprintf(buf, "Hello %d,%d", column, row);
+ ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
+ }
+ //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)
+ // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255));
+ }
+ }
+ ImGui::EndTable();
+ }
+
+ // Second example: set style.CellPadding to (0.0) or a custom value.
+ // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one...
+ HelpMarker("Setting style.CellPadding to (0,0) or a custom value.");
+ static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
+ static ImVec2 cell_padding(0.0f, 0.0f);
+ static bool show_widget_frame_bg = true;
+
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter);
+ ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg);
+ ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable);
+ ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg);
+ ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f");
+ PopStyleCompact();
+
+ ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding);
+ if (ImGui::BeginTable("table_padding_2", 3, flags2))
+ {
+ static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells
+ static bool init = true;
+ if (!show_widget_frame_bg)
+ ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);
+ for (int cell = 0; cell < 3 * 5; cell++)
+ {
+ ImGui::TableNextColumn();
+ if (init)
+ strcpy(text_bufs[cell], "edit me");
+ ImGui::SetNextItemWidth(-FLT_MIN);
+ ImGui::PushID(cell);
+ ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell]));
+ ImGui::PopID();
+ }
+ if (!show_widget_frame_bg)
+ ImGui::PopStyleColor();
+ init = false;
+ ImGui::EndTable();
+ }
+ ImGui::PopStyleVar();
+
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Sizing policies"))
+ {
+ static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX);
+ PopStyleCompact();
+
+ static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame };
+ for (int table_n = 0; table_n < 4; table_n++)
+ {
+ ImGui::PushID(table_n);
+ ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30);
+ EditTableSizingFlags(&sizing_policy_flags[table_n]);
+
+ // To make it easier to understand the different sizing policy,
+ // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width.
+ if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1))
+ {
+ for (int row = 0; row < 3; row++)
+ {
+ ImGui::TableNextRow();
+ ImGui::TableNextColumn(); ImGui::Text("Oh dear");
+ ImGui::TableNextColumn(); ImGui::Text("Oh dear");
+ ImGui::TableNextColumn(); ImGui::Text("Oh dear");
+ }
+ ImGui::EndTable();
+ }
+ if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1))
+ {
+ for (int row = 0; row < 3; row++)
+ {
+ ImGui::TableNextRow();
+ ImGui::TableNextColumn(); ImGui::Text("AAAA");
+ ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB");
+ ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC");
+ }
+ ImGui::EndTable();
+ }
+ ImGui::PopID();
+ }
+
+ ImGui::Spacing();
+ ImGui::TextUnformatted("Advanced");
+ ImGui::SameLine();
+ HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns.");
+
+ enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };
+ static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable;
+ static int contents_type = CT_ShowWidth;
+ static int column_count = 3;
+
+ PushStyleCompact();
+ ImGui::PushID("Advanced");
+ ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);
+ EditTableSizingFlags(&flags);
+ ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0");
+ if (contents_type == CT_FillButton)
+ {
+ ImGui::SameLine();
+ HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width.");
+ }
+ ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp);
+ ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);
+ ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.");
+ ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
+ ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);
+ ImGui::PopItemWidth();
+ ImGui::PopID();
+ PopStyleCompact();
+
+ if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7)))
+ {
+ for (int cell = 0; cell < 10 * column_count; cell++)
+ {
+ ImGui::TableNextColumn();
+ int column = ImGui::TableGetColumnIndex();
+ int row = ImGui::TableGetRowIndex();
+
+ ImGui::PushID(cell);
+ char label[32];
+ static char text_buf[32] = "";
+ sprintf(label, "Hello %d,%d", column, row);
+ switch (contents_type)
+ {
+ case CT_ShortText: ImGui::TextUnformatted(label); break;
+ case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break;
+ case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break;
+ case CT_Button: ImGui::Button(label); break;
+ case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break;
+ case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break;
+ }
+ ImGui::PopID();
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Vertical scrolling, with clipping"))
+ {
+ HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items.");
+ static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
+
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+ PopStyleCompact();
+
+ // When using ScrollX or ScrollY we need to specify a size for our table container!
+ // Otherwise by default the table will fit all available space, like a BeginChild() call.
+ ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);
+ if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size))
+ {
+ ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible
+ ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None);
+ ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None);
+ ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None);
+ ImGui::TableHeadersRow();
+
+ // Demonstrate using clipper for large vertical lists
+ ImGuiListClipper clipper;
+ clipper.Begin(1000);
+ while (clipper.Step())
+ {
+ for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("Hello %d,%d", column, row);
+ }
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Horizontal scrolling"))
+ {
+ HelpMarker(
+ "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, "
+ "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n"
+ "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX,"
+ "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions).");
+ static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;
+ static int freeze_cols = 1;
+ static int freeze_rows = 1;
+
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
+ ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+ ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
+ ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
+ ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
+ ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
+ PopStyleCompact();
+
+ // When using ScrollX or ScrollY we need to specify a size for our table container!
+ // Otherwise by default the table will fit all available space, like a BeginChild() call.
+ ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);
+ if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size))
+ {
+ ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
+ ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze()
+ ImGui::TableSetupColumn("One");
+ ImGui::TableSetupColumn("Two");
+ ImGui::TableSetupColumn("Three");
+ ImGui::TableSetupColumn("Four");
+ ImGui::TableSetupColumn("Five");
+ ImGui::TableSetupColumn("Six");
+ ImGui::TableHeadersRow();
+ for (int row = 0; row < 20; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 7; column++)
+ {
+ // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement.
+ // Because here we know that:
+ // - A) all our columns are contributing the same to row height
+ // - B) column 0 is always visible,
+ // We only always submit this one column and can skip others.
+ // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags().
+ if (!ImGui::TableSetColumnIndex(column) && column > 0)
+ continue;
+ if (column == 0)
+ ImGui::Text("Line %d", row);
+ else
+ ImGui::Text("Hello world %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+
+ ImGui::Spacing();
+ ImGui::TextUnformatted("Stretch + ScrollX");
+ ImGui::SameLine();
+ HelpMarker(
+ "Showcase using Stretch columns + ScrollX together: "
+ "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n"
+ "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense.");
+ static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
+ static float inner_width = 1000.0f;
+ PushStyleCompact();
+ ImGui::PushID("flags3");
+ ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);
+ ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX);
+ ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f");
+ ImGui::PopItemWidth();
+ ImGui::PopID();
+ PopStyleCompact();
+ if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width))
+ {
+ for (int cell = 0; cell < 20 * 7; cell++)
+ {
+ ImGui::TableNextColumn();
+ ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex());
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Columns flags"))
+ {
+ // Create a first table just to show all the options/flags we want to make visible in our example!
+ const int column_count = 3;
+ const char* column_names[column_count] = { "One", "Two", "Three" };
+ static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide };
+ static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags()
+
+ if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None))
+ {
+ PushStyleCompact();
+ for (int column = 0; column < column_count; column++)
+ {
+ ImGui::TableNextColumn();
+ ImGui::PushID(column);
+ ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation
+ ImGui::Text("'%s'", column_names[column]);
+ ImGui::Spacing();
+ ImGui::Text("Input flags:");
+ EditTableColumnsFlags(&column_flags[column]);
+ ImGui::Spacing();
+ ImGui::Text("Output flags:");
+ ShowTableColumnsStatusFlags(column_flags_out[column]);
+ ImGui::PopID();
+ }
+ PopStyleCompact();
+ ImGui::EndTable();
+ }
+
+ // Create the real table we care about for the example!
+ // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in
+ // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down)
+ const ImGuiTableFlags flags
+ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
+ | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV
+ | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable;
+ ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9);
+ if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size))
+ {
+ for (int column = 0; column < column_count; column++)
+ ImGui::TableSetupColumn(column_names[column], column_flags[column]);
+ ImGui::TableHeadersRow();
+ for (int column = 0; column < column_count; column++)
+ column_flags_out[column] = ImGui::TableGetColumnFlags(column);
+ float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);
+ for (int row = 0; row < 8; row++)
+ {
+ ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.
+ ImGui::TableNextRow();
+ for (int column = 0; column < column_count; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column));
+ }
+ }
+ ImGui::Unindent(indent_step * 8.0f);
+
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Columns widths"))
+ {
+ HelpMarker("Using TableSetupColumn() to setup default width.");
+
+ static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize;
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize);
+ PopStyleCompact();
+ if (ImGui::BeginTable("table1", 3, flags1))
+ {
+ // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.
+ ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f
+ ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f
+ ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto
+ ImGui::TableHeadersRow();
+ for (int row = 0; row < 4; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ if (row == 0)
+ ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);
+ else
+ ImGui::Text("Hello %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+
+ HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host.");
+
+ static ImGuiTableFlags flags2 = ImGuiTableFlags_None;
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV);
+ PopStyleCompact();
+ if (ImGui::BeginTable("table2", 4, flags2))
+ {
+ // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f);
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 4; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ if (row == 0)
+ ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);
+ else
+ ImGui::Text("Hello %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Nested tables"))
+ {
+ HelpMarker("This demonstrate embedding a table into another table cell.");
+
+ if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+ {
+ ImGui::TableSetupColumn("A0");
+ ImGui::TableSetupColumn("A1");
+ ImGui::TableHeadersRow();
+
+ ImGui::TableNextColumn();
+ ImGui::Text("A0 Row 0");
+ {
+ float rows_height = TEXT_BASE_HEIGHT * 2;
+ if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+ {
+ ImGui::TableSetupColumn("B0");
+ ImGui::TableSetupColumn("B1");
+ ImGui::TableHeadersRow();
+
+ ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
+ ImGui::TableNextColumn();
+ ImGui::Text("B0 Row 0");
+ ImGui::TableNextColumn();
+ ImGui::Text("B1 Row 0");
+ ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);
+ ImGui::TableNextColumn();
+ ImGui::Text("B0 Row 1");
+ ImGui::TableNextColumn();
+ ImGui::Text("B1 Row 1");
+
+ ImGui::EndTable();
+ }
+ }
+ ImGui::TableNextColumn(); ImGui::Text("A1 Row 0");
+ ImGui::TableNextColumn(); ImGui::Text("A0 Row 1");
+ ImGui::TableNextColumn(); ImGui::Text("A1 Row 1");
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Row height"))
+ {
+ HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row.");
+ if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))
+ {
+ for (int row = 0; row < 10; row++)
+ {
+ float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);
+ ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);
+ ImGui::TableNextColumn();
+ ImGui::Text("min_row_height = %.2f", min_row_height);
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Outer size"))
+ {
+ // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY
+ // Important to that note how the two flags have slightly different behaviors!
+ ImGui::Text("Using NoHostExtendX and NoHostExtendY:");
+ PushStyleCompact();
+ static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX;
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
+ ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);
+ ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");
+ PopStyleCompact();
+
+ ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f);
+ if (ImGui::BeginTable("table1", 3, flags, outer_size))
+ {
+ for (int row = 0; row < 10; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableNextColumn();
+ ImGui::Text("Cell %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::SameLine();
+ ImGui::Text("Hello!");
+
+ ImGui::Spacing();
+
+ ImGui::Text("Using explicit size:");
+ if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
+ {
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableNextColumn();
+ ImGui::Text("Cell %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::SameLine();
+ if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))
+ {
+ for (int row = 0; row < 3; row++)
+ {
+ ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);
+ for (int column = 0; column < 3; column++)
+ {
+ ImGui::TableNextColumn();
+ ImGui::Text("Cell %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Background color"))
+ {
+ static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;
+ static int row_bg_type = 1;
+ static int row_bg_target = 1;
+ static int cell_bg_type = 1;
+
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);
+ ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
+ ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");
+ ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");
+ ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.");
+ ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here.");
+ IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2);
+ IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1);
+ IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);
+ PopStyleCompact();
+
+ if (ImGui::BeginTable("table1", 5, flags))
+ {
+ for (int row = 0; row < 6; row++)
+ {
+ ImGui::TableNextRow();
+
+ // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)'
+ // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.
+ if (row_bg_type != 0)
+ {
+ ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?
+ ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);
+ }
+
+ // Fill cells
+ for (int column = 0; column < 5; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("%c%c", 'A' + row, '0' + column);
+
+ // Change background of Cells B1->C2
+ // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)'
+ // (the CellBg color will be blended over the RowBg and ColumnBg colors)
+ // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop.
+ if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1)
+ {
+ ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f));
+ ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color);
+ }
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Tree view"))
+ {
+ static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
+
+ if (ImGui::BeginTable("3ways", 3, flags))
+ {
+ // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
+ ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);
+ ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);
+ ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f);
+ ImGui::TableHeadersRow();
+
+ // Simple storage to output a dummy file-system.
+ struct MyTreeNode
+ {
+ const char* Name;
+ const char* Type;
+ int Size;
+ int ChildIdx;
+ int ChildCount;
+ static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)
+ {
+ ImGui::TableNextRow();
+ ImGui::TableNextColumn();
+ const bool is_folder = (node->ChildCount > 0);
+ if (is_folder)
+ {
+ bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth);
+ ImGui::TableNextColumn();
+ ImGui::TextDisabled("--");
+ ImGui::TableNextColumn();
+ ImGui::TextUnformatted(node->Type);
+ if (open)
+ {
+ for (int child_n = 0; child_n < node->ChildCount; child_n++)
+ DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes);
+ ImGui::TreePop();
+ }
+ }
+ else
+ {
+ ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth);
+ ImGui::TableNextColumn();
+ ImGui::Text("%d", node->Size);
+ ImGui::TableNextColumn();
+ ImGui::TextUnformatted(node->Type);
+ }
+ }
+ };
+ static const MyTreeNode nodes[] =
+ {
+ { "Root", "Folder", -1, 1, 3 }, // 0
+ { "Music", "Folder", -1, 4, 2 }, // 1
+ { "Textures", "Folder", -1, 6, 3 }, // 2
+ { "desktop.ini", "System file", 1024, -1,-1 }, // 3
+ { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4
+ { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5
+ { "Image001.png", "Image file", 203128, -1,-1 }, // 6
+ { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7
+ { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8
+ };
+
+ MyTreeNode::DisplayNode(&nodes[0], nodes);
+
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Item width"))
+ {
+ HelpMarker(
+ "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n"
+ "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense.");
+ if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders))
+ {
+ ImGui::TableSetupColumn("small");
+ ImGui::TableSetupColumn("half");
+ ImGui::TableSetupColumn("right-align");
+ ImGui::TableHeadersRow();
+
+ for (int row = 0; row < 3; row++)
+ {
+ ImGui::TableNextRow();
+ if (row == 0)
+ {
+ // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient)
+ ImGui::TableSetColumnIndex(0);
+ ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small
+ ImGui::TableSetColumnIndex(1);
+ ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);
+ ImGui::TableSetColumnIndex(2);
+ ImGui::PushItemWidth(-FLT_MIN); // Right-aligned
+ }
+
+ // Draw our contents
+ static float dummy_f = 0.0f;
+ ImGui::PushID(row);
+ ImGui::TableSetColumnIndex(0);
+ ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f);
+ ImGui::TableSetColumnIndex(1);
+ ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f);
+ ImGui::TableSetColumnIndex(2);
+ ImGui::SliderFloat("float2", &dummy_f, 0.0f, 1.0f);
+ ImGui::PopID();
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ // Demonstrate using TableHeader() calls instead of TableHeadersRow()
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Custom headers"))
+ {
+ const int COLUMNS_COUNT = 3;
+ if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+ {
+ ImGui::TableSetupColumn("Apricot");
+ ImGui::TableSetupColumn("Banana");
+ ImGui::TableSetupColumn("Cherry");
+
+ // Dummy entire-column selection storage
+ // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.
+ static bool column_selected[3] = {};
+
+ // Instead of calling TableHeadersRow() we'll submit custom headers ourselves
+ ImGui::TableNextRow(ImGuiTableRowFlags_Headers);
+ for (int column = 0; column < COLUMNS_COUNT; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn()
+ ImGui::PushID(column);
+ ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
+ ImGui::Checkbox("##checkall", &column_selected[column]);
+ ImGui::PopStyleVar();
+ ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+ ImGui::TableHeader(column_name);
+ ImGui::PopID();
+ }
+
+ for (int row = 0; row < 5; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < 3; column++)
+ {
+ char buf[32];
+ sprintf(buf, "Cell %d,%d", column, row);
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Selectable(buf, column_selected[column]);
+ }
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Context menus"))
+ {
+ HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");
+ static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;
+
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody);
+ PopStyleCompact();
+
+ // Context Menus: first example
+ // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu.
+ // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set)
+ const int COLUMNS_COUNT = 3;
+ if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1))
+ {
+ ImGui::TableSetupColumn("One");
+ ImGui::TableSetupColumn("Two");
+ ImGui::TableSetupColumn("Three");
+
+ // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu.
+ ImGui::TableHeadersRow();
+
+ // Submit dummy contents
+ for (int row = 0; row < 4; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < COLUMNS_COUNT; column++)
+ {
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("Cell %d,%d", column, row);
+ }
+ }
+ ImGui::EndTable();
+ }
+
+ // Context Menus: second example
+ // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
+ // [2.2] Right-click on the ".." to open a custom popup
+ // [2.3] Right-click in columns to open another custom popup
+ HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body).");
+ ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;
+ if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))
+ {
+ ImGui::TableSetupColumn("One");
+ ImGui::TableSetupColumn("Two");
+ ImGui::TableSetupColumn("Three");
+
+ // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.
+ ImGui::TableHeadersRow();
+ for (int row = 0; row < 4; row++)
+ {
+ ImGui::TableNextRow();
+ for (int column = 0; column < COLUMNS_COUNT; column++)
+ {
+ // Submit dummy contents
+ ImGui::TableSetColumnIndex(column);
+ ImGui::Text("Cell %d,%d", column, row);
+ ImGui::SameLine();
+
+ // [2.2] Right-click on the ".." to open a custom popup
+ ImGui::PushID(row * COLUMNS_COUNT + column);
+ ImGui::SmallButton("..");
+ if (ImGui::BeginPopupContextItem())
+ {
+ ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row);
+ if (ImGui::Button("Close"))
+ ImGui::CloseCurrentPopup();
+ ImGui::EndPopup();
+ }
+ ImGui::PopID();
+ }
+ }
+
+ // [2.3] Right-click anywhere in columns to open another custom popup
+ // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup
+ // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping)
+ int hovered_column = -1;
+ for (int column = 0; column < COLUMNS_COUNT + 1; column++)
+ {
+ ImGui::PushID(column);
+ if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered)
+ hovered_column = column;
+ if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1))
+ ImGui::OpenPopup("MyPopup");
+ if (ImGui::BeginPopup("MyPopup"))
+ {
+ if (column == COLUMNS_COUNT)
+ ImGui::Text("This is a custom popup for unused space after the last column.");
+ else
+ ImGui::Text("This is a custom popup for Column %d", column);
+ if (ImGui::Button("Close"))
+ ImGui::CloseCurrentPopup();
+ ImGui::EndPopup();
+ }
+ ImGui::PopID();
+ }
+
+ ImGui::EndTable();
+ ImGui::Text("Hovered column: %d", hovered_column);
+ }
+ ImGui::TreePop();
+ }
+
+ // Demonstrate creating multiple tables with the same ID
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Synced instances"))
+ {
+ HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.");
+ for (int n = 0; n < 3; n++)
+ {
+ char buf[32];
+ sprintf(buf, "Synced Table %d", n);
+ bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen);
+ if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings))
+ {
+ ImGui::TableSetupColumn("One");
+ ImGui::TableSetupColumn("Two");
+ ImGui::TableSetupColumn("Three");
+ ImGui::TableHeadersRow();
+ for (int cell = 0; cell < 9; cell++)
+ {
+ ImGui::TableNextColumn();
+ ImGui::Text("this cell %d", cell);
+ }
+ ImGui::EndTable();
+ }
+ }
+ ImGui::TreePop();
+ }
+
+ // Demonstrate using Sorting facilities
+ // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting.
+ // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified)
+ static const char* template_items_names[] =
+ {
+ "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango",
+ "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot"
+ };
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Sorting"))
+ {
+ // Create item list
+ static ImVector<MyItem> items;
+ if (items.Size == 0)
+ {
+ items.resize(50, MyItem());
+ for (int n = 0; n < items.Size; n++)
+ {
+ const int template_n = n % IM_ARRAYSIZE(template_items_names);
+ MyItem& item = items[n];
+ item.ID = n;
+ item.Name = template_items_names[template_n];
+ item.Quantity = (n * n - n) % 20; // Assign default quantities
+ }
+ }
+
+ // Options
+ static ImGuiTableFlags flags =
+ ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti
+ | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody
+ | ImGuiTableFlags_ScrollY;
+ PushStyleCompact();
+ ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);
+ ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");
+ ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);
+ ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");
+ PopStyleCompact();
+
+ if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f))
+ {
+ // Declare columns
+ // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
+ // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
+ // Demonstrate using a mixture of flags among available sort-related flags:
+ // - ImGuiTableColumnFlags_DefaultSort
+ // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending
+ // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending
+ ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID);
+ ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
+ ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
+ ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity);
+ ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible
+ ImGui::TableHeadersRow();
+
+ // Sort our data if sort specs have been changed!
+ if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs())
+ if (sorts_specs->SpecsDirty)
+ {
+ MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.
+ if (items.Size > 1)
+ qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);
+ MyItem::s_current_sort_specs = NULL;
+ sorts_specs->SpecsDirty = false;
+ }
+
+ // Demonstrate using clipper for large vertical lists
+ ImGuiListClipper clipper;
+ clipper.Begin(items.Size);
+ while (clipper.Step())
+ for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)
+ {
+ // Display a data item
+ MyItem* item = &items[row_n];
+ ImGui::PushID(item->ID);
+ ImGui::TableNextRow();
+ ImGui::TableNextColumn();
+ ImGui::Text("%04d", item->ID);
+ ImGui::TableNextColumn();
+ ImGui::TextUnformatted(item->Name);
+ ImGui::TableNextColumn();
+ ImGui::SmallButton("None");
+ ImGui::TableNextColumn();
+ ImGui::Text("%d", item->Quantity);
+ ImGui::PopID();
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ // In this example we'll expose most table flags and settings.
+ // For specific flags and settings refer to the corresponding section for more detailed explanation.
+ // This section is mostly useful to experiment with combining certain flags or settings with each others.
+ //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]
+ if (open_action != -1)
+ ImGui::SetNextItemOpen(open_action != 0);
+ if (ImGui::TreeNode("Advanced"))
+ {
+ static ImGuiTableFlags flags =
+ ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable
+ | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti
+ | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody
+ | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY
+ | ImGuiTableFlags_SizingFixedFit;
+
+ enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };
+ static int contents_type = CT_SelectableSpanRow;
+ const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" };
+ static int freeze_cols = 1;
+ static int freeze_rows = 1;
+ static int items_count = IM_ARRAYSIZE(template_items_names) * 2;
+ static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12);
+ static float row_min_height = 0.0f; // Auto
+ static float inner_width_with_scroll = 0.0f; // Auto-extend
+ static bool outer_size_enabled = true;
+ static bool show_headers = true;
+ static bool show_wrapped_text = false;
+ //static ImGuiTextFilter filter;
+ //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing
+ if (ImGui::TreeNode("Options"))
+ {
+ // Make the UI compact because there are so many fields
+ PushStyleCompact();
+ ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f);
+
+ if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen))
+ {
+ ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings);
+ ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody);
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen))
+ {
+ ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
+ ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers");
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)");
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen))
+ {
+ EditTableSizingFlags(&flags);
+ ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.");
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);
+ ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);
+ ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible);
+ ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled.");
+ ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);
+ ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.");
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);
+ ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.");
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen))
+ {
+ ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX);
+ ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX);
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen))
+ {
+ ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);
+ ImGui::SameLine();
+ ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
+ ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
+ ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
+ ImGui::SameLine();
+ ImGui::SetNextItemWidth(ImGui::GetFrameHeight());
+ ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen))
+ {
+ ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);
+ ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");
+ ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);
+ ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");
+ ImGui::TreePop();
+ }
+
+ if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen))
+ {
+ ImGui::Checkbox("show_headers", &show_headers);
+ ImGui::Checkbox("show_wrapped_text", &show_wrapped_text);
+
+ ImGui::DragFloat2("##OuterSize", &outer_size_value.x);
+ ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+ ImGui::Checkbox("outer_size", &outer_size_enabled);
+ ImGui::SameLine();
+ HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n"
+ "- The table is output directly in the parent window.\n"
+ "- OuterSize.x < 0.0f will right-align the table.\n"
+ "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n"
+ "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).");
+
+ // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.
+ // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled.
+ ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX);
+
+ ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX);
+ ImGui::SameLine(); HelpMarker("Specify height of the Selectable item.");
+
+ ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999);
+ ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names));
+ //filter.Draw("filter");
+ ImGui::TreePop();
+ }
+
+ ImGui::PopItemWidth();
+ PopStyleCompact();
+ ImGui::Spacing();
+ ImGui::TreePop();
+ }
+
+ // Update item list if we changed the number of items
+ static ImVector<MyItem> items;
+ static ImVector<int> selection;
+ static bool items_need_sort = false;
+ if (items.Size != items_count)
+ {
+ items.resize(items_count, MyItem());
+ for (int n = 0; n < items_count; n++)
+ {
+ const int template_n = n % IM_ARRAYSIZE(template_items_names);
+ MyItem& item = items[n];
+ item.ID = n;
+ item.Name = template_items_names[template_n];
+ item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities
+ }
+ }
+
+ const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList();
+ const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size;
+ ImVec2 table_scroll_cur, table_scroll_max; // For debug display
+ const ImDrawList* table_draw_list = NULL; // "
+
+ // Submit table
+ const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;
+ if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))
+ {
+ // Declare columns
+ // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.
+ // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!
+ ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);
+ ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);
+ ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);
+ ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);
+ ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description);
+ ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);
+ ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);
+
+ // Sort our data if sort specs have been changed!
+ ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs();
+ if (sorts_specs && sorts_specs->SpecsDirty)
+ items_need_sort = true;
+ if (sorts_specs && items_need_sort && items.Size > 1)
+ {
+ MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.
+ qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);
+ MyItem::s_current_sort_specs = NULL;
+ sorts_specs->SpecsDirty = false;
+ }
+ items_need_sort = false;
+
+ // Take note of whether we are currently sorting based on the Quantity field,
+ // we will use this to trigger sorting when we know the data of this column has been modified.
+ const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;
+
+ // Show headers
+ if (show_headers)
+ ImGui::TableHeadersRow();
+
+ // Show data
+ // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?
+ ImGui::PushButtonRepeat(true);
+#if 1
+ // Demonstrate using clipper for large vertical lists
+ ImGuiListClipper clipper;
+ clipper.Begin(items.Size);
+ while (clipper.Step())
+ {
+ for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)
+#else
+ // Without clipper
+ {
+ for (int row_n = 0; row_n < items.Size; row_n++)
+#endif
+ {
+ MyItem* item = &items[row_n];
+ //if (!filter.PassFilter(item->Name))
+ // continue;
+
+ const bool item_is_selected = selection.contains(item->ID);
+ ImGui::PushID(item->ID);
+ ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);
+
+ // For the demo purpose we can select among different type of items submitted in the first column
+ ImGui::TableSetColumnIndex(0);
+ char label[32];
+ sprintf(label, "%04d", item->ID);
+ if (contents_type == CT_Text)
+ ImGui::TextUnformatted(label);
+ else if (contents_type == CT_Button)
+ ImGui::Button(label);
+ else if (contents_type == CT_SmallButton)
+ ImGui::SmallButton(label);
+ else if (contents_type == CT_FillButton)
+ ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));
+ else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)
+ {
+ ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None;
+ if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))
+ {
+ if (ImGui::GetIO().KeyCtrl)
+ {
+ if (item_is_selected)
+ selection.find_erase_unsorted(item->ID);
+ else
+ selection.push_back(item->ID);
+ }
+ else
+ {
+ selection.clear();
+ selection.push_back(item->ID);
+ }
+ }
+ }
+
+ if (ImGui::TableSetColumnIndex(1))
+ ImGui::TextUnformatted(item->Name);
+
+ // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,
+ // and we are currently sorting on the column showing the Quantity.
+ // To avoid triggering a sort while holding the button, we only trigger it when the button has been released.
+ // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.
+ if (ImGui::TableSetColumnIndex(2))
+ {
+ if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }
+ if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
+ ImGui::SameLine();
+ if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; }
+ if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }
+ }
+
+ if (ImGui::TableSetColumnIndex(3))
+ ImGui::Text("%d", item->Quantity);
+
+ ImGui::TableSetColumnIndex(4);
+ if (show_wrapped_text)
+ ImGui::TextWrapped("Lorem ipsum dolor sit amet");
+ else
+ ImGui::Text("Lorem ipsum dolor sit amet");
+
+ if (ImGui::TableSetColumnIndex(5))
+ ImGui::Text("1234");
+
+ ImGui::PopID();
+ }
+ }
+ ImGui::PopButtonRepeat();
+
+ // Store some info to display debug details below
+ table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY());
+ table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY());
+ table_draw_list = ImGui::GetWindowDrawList();
+ ImGui::EndTable();
+ }
+ static bool show_debug_details = false;
+ ImGui::Checkbox("Debug details", &show_debug_details);
+ if (show_debug_details && table_draw_list)
+ {
+ ImGui::SameLine(0.0f, 0.0f);
+ const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size;
+ if (table_draw_list == parent_draw_list)
+ ImGui::Text(": DrawCmd: +%d (in same window)",
+ table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count);
+ else
+ ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)",
+ table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y);
+ }
+ ImGui::TreePop();
+ }
+
+ ImGui::PopID();
+
+ ShowDemoWindowColumns();
+
+ if (disable_indent)
+ ImGui::PopStyleVar();
+}
+
+// Demonstrate old/legacy Columns API!
+// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]
+static void ShowDemoWindowColumns()
+{
+ bool open = ImGui::TreeNode("Legacy Columns API");
+ ImGui::SameLine();
+ HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!");
+ if (!open)
+ return;
+
// Basic columns
if (ImGui::TreeNode("Basic"))
{
@@ -2831,39 +5360,17 @@ static void ShowDemoWindowColumns()
ImGui::TreePop();
}
- // Scrolling columns
- /*
- if (ImGui::TreeNode("Vertical Scrolling"))
- {
- ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
- ImGui::Columns(3);
- ImGui::Text("ID"); ImGui::NextColumn();
- ImGui::Text("Name"); ImGui::NextColumn();
- ImGui::Text("Path"); ImGui::NextColumn();
- ImGui::Columns(1);
- ImGui::Separator();
- ImGui::EndChild();
- ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
- ImGui::Columns(3);
- for (int i = 0; i < 10; i++)
- {
- ImGui::Text("%04d", i); ImGui::NextColumn();
- ImGui::Text("Foobar"); ImGui::NextColumn();
- ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
- }
- ImGui::Columns(1);
- ImGui::EndChild();
- ImGui::TreePop();
- }
- */
-
if (ImGui::TreeNode("Horizontal Scrolling"))
{
ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));
- ImGui::BeginChild("##ScrollingRegion", ImVec2(0, ImGui::GetFontSize() * 20), false, ImGuiWindowFlags_HorizontalScrollbar);
+ ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f);
+ ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);
ImGui::Columns(10);
+
+ // Also demonstrate using clipper for large vertical lists
int ITEMS_COUNT = 2000;
- ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list
+ ImGuiListClipper clipper;
+ clipper.Begin(ITEMS_COUNT);
while (clipper.Step())
{
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
@@ -2914,9 +5421,7 @@ static void ShowDemoWindowColumns()
ImGui::TreePop();
}
- if (disable_indent)
- ImGui::PopStyleVar();
- ImGui::PopID();
+ ImGui::TreePop();
}
static void ShowDemoWindowMisc()
@@ -2949,29 +5454,34 @@ static void ShowDemoWindowMisc()
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"))
+ // Display Mouse state
+ if (ImGui::TreeNode("Mouse State"))
{
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse pos: <INVALID>");
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 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 down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
+ ImGui::Text("Mouse 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 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("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
+ ImGui::TreePop();
+ }
- 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); }
+ // Display Keyboard/Mouse state
+ if (ImGui::TreeNode("Keyboard & Navigation State"))
+ {
+ ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyDown(i)) { 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("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 (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); }
+ ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
ImGui::Button("Hovering me sets the\nkeyboard capture flag");
if (ImGui::IsItemHovered())
@@ -2980,20 +5490,19 @@ static void ShowDemoWindowMisc()
ImGui::Button("Holding me clears the\nthe keyboard capture flag");
if (ImGui::IsItemActive())
ImGui::CaptureKeyboardFromApp(false);
-
ImGui::TreePop();
}
if (ImGui::TreeNode("Tabbing"))
{
ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
- static char buf[32] = "dummy";
+ static char buf[32] = "hello";
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
ImGui::PushAllowKeyboardFocus(false);
ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
- //ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets.");
+ ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");
ImGui::PopAllowKeyboardFocus();
ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
ImGui::TreePop();
@@ -3019,6 +5528,7 @@ static void ShowDemoWindowMisc()
if (focus_3) ImGui::SetKeyboardFocusHere();
ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 3;
+ ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");
ImGui::PopAllowKeyboardFocus();
if (has_focus)
@@ -3043,19 +5553,27 @@ 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::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()
+ // Drag operations gets "unlocked" when the mouse has moved past a certain threshold
+ // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher
+ // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta().
ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
ImVec2 mouse_delta = io.MouseDelta;
- ImGui::Text("GetMouseDragDelta(0):\n w/ default threshold: (%.1f, %.1f),\n w/ zero threshold: (%.1f, %.1f)\nMouseDelta: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y, value_raw.x, value_raw.y, mouse_delta.x, mouse_delta.y);
+ ImGui::Text("GetMouseDragDelta(0):");
+ ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y);
+ ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y);
+ ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y);
ImGui::TreePop();
}
@@ -3064,15 +5582,19 @@ static void ShowDemoWindowMisc()
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
- ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
+ ImGuiMouseCursor current = ImGui::GetMouseCursor();
+ ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
ImGui::Text("Hover to see mouse cursors:");
- ImGui::SameLine(); HelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
+ ImGui::SameLine(); HelpMarker(
+ "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
+ "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
+ "otherwise your backend needs to handle it.");
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
{
char label[32];
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
ImGui::Bullet(); ImGui::Selectable(label, false);
- if (ImGui::IsItemHovered() || ImGui::IsItemFocused())
+ if (ImGui::IsItemHovered())
ImGui::SetMouseCursor(i);
}
ImGui::TreePop();
@@ -3105,11 +5627,12 @@ void ImGui::ShowAboutWindow(bool* p_open)
ImGuiStyle& style = ImGui::GetStyle();
bool copy_to_clipboard = ImGui::Button("Copy to clipboard");
- ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove);
+ ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18);
+ ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove);
if (copy_to_clipboard)
{
ImGui::LogToClipboard();
- ImGui::LogText("```\n"); // Back quotes will make the text appears without formatting when pasting to GitHub
+ ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub
}
ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
@@ -3161,6 +5684,9 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef _MSC_VER
ImGui::Text("define: _MSC_VER=%d", _MSC_VER);
#endif
+#ifdef _MSVC_LANG
+ ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG);
+#endif
#ifdef __MINGW32__
ImGui::Text("define: __MINGW32__");
#endif
@@ -3188,7 +5714,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
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);
+ if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer);
ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
@@ -3218,30 +5744,15 @@ void ImGui::ShowAboutWindow(bool* p_open)
}
//-----------------------------------------------------------------------------
-// [SECTION] Style Editor / ShowStyleEditor()
+// [SECTION] Font viewer / ShowFontAtlas()
//-----------------------------------------------------------------------------
-// - ShowStyleSelector()
// - ShowFontSelector()
-// - ShowStyleEditor()
+// - ShowFont()
+// - ShowFontAtlas()
//-----------------------------------------------------------------------------
-// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
-// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally.
-bool ImGui::ShowStyleSelector(const char* label)
-{
- static int style_idx = -1;
- if (ImGui::Combo(label, &style_idx, "Classic\0Dark\0Light\0"))
- {
- switch (style_idx)
- {
- case 0: ImGui::StyleColorsClassic(); break;
- case 1: ImGui::StyleColorsDark(); break;
- case 2: ImGui::StyleColorsLight(); break;
- }
- return true;
- }
- return false;
-}
+// This isn't worth putting in public API but we want Metrics to use it
+namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); }
// Demo helper function to select among loaded fonts.
// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
@@ -3265,13 +5776,151 @@ void ImGui::ShowFontSelector(const char* label)
HelpMarker(
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
- "- Read FAQ and docs/FONTS.txt 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 ShowFont(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;
+
+ // Display preview text
+ ImGui::PushFont(font);
+ ImGui::Text("The quick brown fox jumps over the lazy dog");
+ ImGui::PopFont();
+
+ // Display details
+ ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
+ 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);
+
+ // Display all glyphs of the fonts in separate pages of 256 characters
+ if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
+ {
+ 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::ShowFontAtlas(ImFontAtlas* atlas)
+{
+ for (int i = 0; i < atlas->Fonts.Size; i++)
+ {
+ ImFont* font = atlas->Fonts[i];
+ ImGui::PushID(font);
+ ShowFont(font);
+ ImGui::PopID();
+ }
+ if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
+ {
+ ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
+ ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
+ ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);
+ ImGui::TreePop();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Style Editor / ShowStyleEditor()
+//-----------------------------------------------------------------------------
+// - ShowStyleSelector()
+// - ShowStyleEditor()
+//-----------------------------------------------------------------------------
+
+// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
+// Here we use the simplified Combo() api that packs items into a single literal string.
+// Useful for quick combo boxes where the choices are known locally.
+bool ImGui::ShowStyleSelector(const char* label)
+{
+ static int style_idx = -1;
+ if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))
+ {
+ switch (style_idx)
+ {
+ case 0: ImGui::StyleColorsDark(); break;
+ case 1: ImGui::StyleColorsLight(); break;
+ case 2: ImGui::StyleColorsClassic(); break;
+ }
+ return true;
+ }
+ return false;
+}
+
void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
- // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to an internally stored reference)
+ // 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;
@@ -3289,14 +5938,14 @@ 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"))
@@ -3305,7 +5954,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (ImGui::Button("Revert Ref"))
style = *ref;
ImGui::SameLine();
- HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export\" below to save them somewhere.");
+ HelpMarker(
+ "Save/Revert in local non-persistent storage. Default Colors definition are not affected. "
+ "Use \"Export\" below to save them somewhere.");
ImGui::Separator();
@@ -3316,6 +5967,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::Text("Main");
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
+ ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
@@ -3335,6 +5987,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
+ ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
ImGui::Text("Alignment");
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
@@ -3342,9 +5995,12 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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("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();
}
@@ -3365,7 +6021,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
const ImVec4& col = style.Colors[i];
const char* name = ImGui::GetStyleColorName(i);
if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
- ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
+ ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,
+ name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
}
ImGui::LogFinish();
}
@@ -3376,10 +6033,13 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
static ImGuiColorEditFlags alpha_flags = 0;
- if (ImGui::RadioButton("Opaque", alpha_flags == 0)) { alpha_flags = 0; } 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:\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 color square to open color picker,\n"
+ "Right-click to open edit options menu.");
ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
ImGui::PushItemWidth(-160);
@@ -3392,10 +6052,11 @@ 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 docs/FONTS.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);
@@ -3411,87 +6072,23 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
ImGuiIO& io = ImGui::GetIO();
ImFontAtlas* atlas = io.Fonts;
- HelpMarker("Read FAQ and docs/FONTS.txt for details on font loading.");
- ImGui::PushItemWidth(120);
- for (int i = 0; i < atlas->Fonts.Size; i++)
- {
- ImFont* font = atlas->Fonts[i];
- ImGui::PushID(font);
- bool font_details_opened = ImGui::TreeNode(font, "Font %d: \"%s\"\n%.2f px, %d glyphs, %d file(s)", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
- ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; }
- if (font_details_opened)
- {
- ImGui::PushFont(font);
- ImGui::Text("The quick brown fox jumps over the lazy dog");
- ImGui::PopFont();
- ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
- ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
- ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
- ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
- ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
- ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
- const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
- ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, (int)surface_sqrt, (int)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", 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 (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
- {
- int count = 0;
- for (unsigned 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 (unsigned int n = 0; n < 256; n++)
- {
- ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
- ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
- const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
- draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
- if (glyph)
- font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base + n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
- if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
- {
- ImGui::BeginTooltip();
- ImGui::Text("Codepoint: U+%04X", base + n);
- ImGui::Separator();
- ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
- ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
- ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
- ImGui::EndTooltip();
- }
- }
- ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
- ImGui::TreePop();
- }
- }
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
- ImGui::PopID();
- }
- if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
- {
- ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
- ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
- ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);
- ImGui::TreePop();
- }
-
- HelpMarker("Those are old settings provided for convenience.\nHowever, the _correct_ way of scaling your UI is currently to reload your font at the designed size, rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.");
+ HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
+ ImGui::ShowFontAtlas(atlas);
+
+ // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
+ // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
+ const float MIN_SCALE = 0.3f;
+ const float MAX_SCALE = 2.0f;
+ HelpMarker(
+ "Those are old settings provided for convenience.\n"
+ "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "
+ "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
+ "Using those settings here will give you poor quality results.");
static float window_scale = 1.0f;
- if (ImGui::DragFloat("window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window
+ ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
+ if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
ImGui::SetWindowFontScale(window_scale);
- ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything
+ ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
ImGui::PopItemWidth();
ImGui::EndTabItem();
@@ -3499,12 +6096,61 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (ImGui::BeginTabItem("Rendering"))
{
- ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
+ ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
+ ImGui::SameLine();
+ HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
+
+ ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
+ ImGui::SameLine();
+ HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
+
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
- ImGui::PushItemWidth(100);
+ ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
- ImGui::DragFloat("Circle segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f");
+
+ // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
+ ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
+ if (ImGui::IsItemActive())
+ {
+ ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
+ ImGui::BeginTooltip();
+ ImGui::TextUnformatted("(R = radius, N = number of segments)");
+ ImGui::Spacing();
+ ImDrawList* draw_list = ImGui::GetWindowDrawList();
+ const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x;
+ for (int n = 0; n < 8; n++)
+ {
+ const float RAD_MIN = 5.0f;
+ const float RAD_MAX = 70.0f;
+ const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);
+
+ ImGui::BeginGroup();
+
+ ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
+
+ const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);
+ const float offset_x = floorf(canvas_width * 0.5f);
+ const float offset_y = floorf(RAD_MAX);
+
+ const ImVec2 p1 = ImGui::GetCursorScreenPos();
+ draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
+ ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
+
+ /*
+ const ImVec2 p2 = ImGui::GetCursorScreenPos();
+ draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
+ ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
+ */
+
+ ImGui::EndGroup();
+ ImGui::SameLine();
+ }
+ ImGui::EndTooltip();
+ }
+ ImGui::SameLine();
+ HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");
+
ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
ImGui::PopItemWidth();
@@ -3526,7 +6172,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
// Demonstrate creating a "main" fullscreen menu bar and populating it.
// Note the difference between BeginMainMenuBar() and BeginMenuBar():
-// - BeginMenuBar() = menu-bar inside current window we Begin()-ed into (the window needs the ImGuiWindowFlags_MenuBar flag)
+// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!)
// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it.
static void ShowExampleAppMainMenuBar()
{
@@ -3551,10 +6197,11 @@ static void ShowExampleAppMainMenuBar()
}
}
-// Note that shortcuts are currently provided for display only (future version will add flags to BeginMenu to process shortcuts)
+// Note that shortcuts are currently provided for display only
+// (future version will add explicit flags to BeginMenu() to request processing shortcuts)
static void ShowExampleMenuFile()
{
- ImGui::MenuItem("(dummy menu)", NULL, false, false);
+ ImGui::MenuItem("(demo menu)", NULL, false, false);
if (ImGui::MenuItem("New")) {}
if (ImGui::MenuItem("Open", "Ctrl+O")) {}
if (ImGui::BeginMenu("Open Recent"))
@@ -3577,6 +6224,7 @@ static void ShowExampleMenuFile()
}
if (ImGui::MenuItem("Save", "Ctrl+S")) {}
if (ImGui::MenuItem("Save As..")) {}
+
ImGui::Separator();
if (ImGui::BeginMenu("Options"))
{
@@ -3588,13 +6236,12 @@ 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();
@@ -3602,13 +6249,24 @@ 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);
@@ -3622,7 +6280,7 @@ static void ShowExampleMenuFile()
//-----------------------------------------------------------------------------
// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.
-// For the console example, here we are using a more C++ like approach of declaring a class to hold the data and the functions.
+// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions.
struct ExampleAppConsole
{
char InputBuf[256];
@@ -3639,10 +6297,12 @@ struct 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!");
@@ -3655,10 +6315,10 @@ 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) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }
+ static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }
void ClearLog()
{
@@ -3681,14 +6341,15 @@ struct ExampleAppConsole
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())
{
@@ -3697,14 +6358,19 @@ 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();
+ 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); }
@@ -3724,26 +6390,40 @@ struct ExampleAppConsole
Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
ImGui::Separator();
- const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text
- ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); // Leave room for 1 separator + 1 InputText
+ // Reserve enough left-over height for 1 separator + 1 input text
+ const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
+ ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar);
if (ImGui::BeginPopupContextWindow())
{
if (ImGui::Selectable("Clear")) 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();
for (int i = 0; i < Items.Size; i++)
@@ -3752,12 +6432,16 @@ struct ExampleAppConsole
if (!Filter.PassFilter(item))
continue;
- // Normally you would store more information in your item (e.g. make Items[] an array of structure, store color/type etc.)
- bool pop_color = false;
- if (strstr(item, "[error]")) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f)); pop_color = true; }
- else if (strncmp(item, "# ", 2) == 0) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.8f, 0.6f, 1.0f)); pop_color = true; }
+ // Normally you would store more information in your item than just a string.
+ // (e.g. make Items[] an array of structure, store color/type etc.)
+ ImVec4 color;
+ bool has_color = false;
+ if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
+ else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
+ if (has_color)
+ ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextUnformatted(item);
- if (pop_color)
+ if (has_color)
ImGui::PopStyleColor();
}
if (copy_to_clipboard)
@@ -3773,7 +6457,8 @@ struct ExampleAppConsole
// Command-line
bool reclaim_focus = false;
- if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this))
+ ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
+ if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))
{
char* s = InputBuf;
Strtrim(s);
@@ -3795,9 +6480,10 @@ 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]);
@@ -3828,11 +6514,12 @@ struct ExampleAppConsole
AddLog("Unknown command: '%s'\n", command_line);
}
- // On commad input, we scroll to bottom even if AutoScroll==false
+ // On command input, we scroll to bottom even if AutoScroll==false
ScrollToBottom = true;
}
- static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks
+ // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks
+ static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)
{
ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;
return console->TextEditCallback(data);
@@ -3861,24 +6548,25 @@ struct ExampleAppConsole
// Build a list of candidates
ImVector<const char*> 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 (;;)
{
@@ -3896,7 +6584,7 @@ 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);
}
@@ -3957,8 +6645,8 @@ struct ExampleAppLog
{
ImGuiTextBuffer Buf;
ImGuiTextFilter Filter;
- ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
- bool AutoScroll; // Keep scrolling if already at the bottom
+ ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls.
+ bool AutoScroll; // Keep scrolling if already at the bottom.
ExampleAppLog()
{
@@ -4011,7 +6699,7 @@ struct ExampleAppLog
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();
@@ -4025,8 +6713,8 @@ struct ExampleAppLog
{
// In this example we don't use the clipper when Filter is enabled.
// This is because we don't have a random access on the result on our filter.
- // A real application processing logs with ten of thousands of entries may want to store the result of search/filter.
- // especially if the filtering function is not trivial (e.g. reg-exp).
+ // A real application processing logs with ten of thousands of entries may want to store the result of
+ // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
{
const char* line_start = buf + LineOffsets[line_no];
@@ -4039,13 +6727,17 @@ 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())
@@ -4082,12 +6774,14 @@ static void ShowExampleAppLog(bool* p_open)
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++;
}
}
@@ -4117,43 +6811,47 @@ 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();
}
@@ -4162,70 +6860,80 @@ static void ShowExampleAppLayout(bool* p_open)
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
//-----------------------------------------------------------------------------
+static void ShowPlaceholderObject(const char* prefix, int uid)
+{
+ // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
+ ImGui::PushID(uid);
+
+ // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high.
+ ImGui::TableNextRow();
+ ImGui::TableSetColumnIndex(0);
+ ImGui::AlignTextToFramePadding();
+ bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
+ ImGui::TableSetColumnIndex(1);
+ ImGui::Text("my sailor is rich");
+
+ if (node_open)
+ {
+ static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f };
+ for (int i = 0; i < 8; i++)
+ {
+ ImGui::PushID(i); // Use field index as identifier.
+ if (i < 2)
+ {
+ ShowPlaceholderObject("Child", 424242);
+ }
+ else
+ {
+ // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)
+ ImGui::TableNextRow();
+ ImGui::TableSetColumnIndex(0);
+ ImGui::AlignTextToFramePadding();
+ ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet;
+ ImGui::TreeNodeEx("Field", flags, "Field_%d", i);
+
+ ImGui::TableSetColumnIndex(1);
+ ImGui::SetNextItemWidth(-FLT_MIN);
+ if (i >= 5)
+ ImGui::InputFloat("##value", &placeholder_members[i], 1.0f);
+ else
+ ImGui::DragFloat("##value", &placeholder_members[i], 0.01f);
+ ImGui::NextColumn();
+ }
+ ImGui::PopID();
+ }
+ ImGui::TreePop();
+ }
+ ImGui::PopID();
+}
+
// Demonstrate create a simple property editor.
static void ShowExampleAppPropertyEditor(bool* p_open)
{
- 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;
}
- HelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API.");
-
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2));
- ImGui::Columns(2);
- ImGui::Separator();
+ 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.");
- struct funcs
+ ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));
+ if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable))
{
- static void ShowDummyObject(const char* prefix, int uid)
+ // Iterate placeholder objects (all the same data)
+ for (int obj_i = 0; obj_i < 4; obj_i++)
{
- ImGui::PushID(uid); // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
- ImGui::AlignTextToFramePadding(); // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high.
- bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
- ImGui::NextColumn();
- ImGui::AlignTextToFramePadding();
- ImGui::Text("my sailor is rich");
- ImGui::NextColumn();
- if (node_open)
- {
- static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
- for (int i = 0; i < 8; i++)
- {
- ImGui::PushID(i); // Use field index as identifier.
- if (i < 2)
- {
- ShowDummyObject("Child", 424242);
- }
- else
- {
- // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)
- ImGui::AlignTextToFramePadding();
- ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet, "Field_%d", i);
- ImGui::NextColumn();
- ImGui::SetNextItemWidth(-1);
- if (i >= 5)
- ImGui::InputFloat("##value", &dummy_members[i], 1.0f);
- else
- ImGui::DragFloat("##value", &dummy_members[i], 0.01f);
- ImGui::NextColumn();
- }
- ImGui::PopID();
- }
- ImGui::TreePop();
- }
- ImGui::PopID();
+ ShowPlaceholderObject("Object", obj_i);
+ //ImGui::Separator();
}
- };
-
- // Iterate dummy objects with dummy members (all the same data)
- for (int obj_i = 0; obj_i < 3; obj_i++)
- funcs::ShowDummyObject("Object", obj_i);
-
- ImGui::Columns(1);
- ImGui::Separator();
+ ImGui::EndTable();
+ }
ImGui::PopStyleVar();
ImGui::End();
}
@@ -4237,7 +6945,7 @@ 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();
@@ -4248,14 +6956,17 @@ 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\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");
@@ -4268,8 +6979,9 @@ 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);
@@ -4278,7 +6990,7 @@ 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();
@@ -4302,7 +7014,10 @@ 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
@@ -4316,12 +7031,24 @@ 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.x = data->DesiredSize.y = (data->DesiredSize.x > data->DesiredSize.y ? 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;
@@ -4336,21 +7063,11 @@ 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::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
ImGui::SetNextItemWidth(200);
- ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc));
+ ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));
ImGui::SetNextItemWidth(200);
ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
ImGui::Checkbox("Auto-resize", &auto_resize);
@@ -4361,23 +7078,32 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
}
//-----------------------------------------------------------------------------
-// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()
+// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()
//-----------------------------------------------------------------------------
-// Demonstrate creating a simple static window with no decoration + a context-menu to choose which corner of the screen to use.
+// Demonstrate creating a simple static window with no decoration
+// + a context-menu to choose which corner of the screen to use.
static void ShowExampleAppSimpleOverlay(bool* p_open)
{
- const float DISTANCE = 10.0f;
+ const float PAD = 10.0f;
static int corner = 0;
ImGuiIO& io = ImGui::GetIO();
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
if (corner != -1)
{
- ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE);
- ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
+ const ImGuiViewport* viewport = ImGui::GetMainViewport();
+ ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
+ ImVec2 work_size = viewport->WorkSize;
+ ImVec2 window_pos, window_pos_pivot;
+ window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);
+ window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);
+ window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f;
+ window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
+ window_flags |= ImGuiWindowFlags_NoMove;
}
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
- if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav))
+ if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
{
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
ImGui::Separator();
@@ -4400,23 +7126,63 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
}
//-----------------------------------------------------------------------------
+// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
+//-----------------------------------------------------------------------------
+
+// Demonstrate creating a window covering the entire screen/viewport
+static void ShowExampleAppFullscreen(bool* p_open)
+{
+ static bool use_work_area = true;
+ static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
+
+ // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
+ // Based on your use case you may want one of the other.
+ const ImGuiViewport* viewport = ImGui::GetMainViewport();
+ ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);
+ ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);
+
+ if (ImGui::Begin("Example: Fullscreen window", p_open, flags))
+ {
+ ImGui::Checkbox("Use work area instead of main area", &use_work_area);
+ ImGui::SameLine();
+ HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.");
+
+ ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground);
+ ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration);
+ ImGui::Indent();
+ ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar);
+ ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse);
+ ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar);
+ ImGui::Unindent();
+
+ if (p_open && ImGui::Button("Close this window"))
+ *p_open = false;
+ }
+ ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
//-----------------------------------------------------------------------------
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
-// This apply to all regular items as well. Read FAQ section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." for details.
+// This apply to all regular items as well.
+// Read FAQ section "How can I have multiple widgets with the same label?" for details.
static void ShowExampleAppWindowTitles(bool*)
{
+ const ImGuiViewport* viewport = ImGui::GetMainViewport();
+ const ImVec2 base_pos = viewport->Pos;
+
// By default, Windows are uniquely identified by their title.
// You can use the "##" and "###" markers to manipulate the display/ID.
// Using "##" to display same title but have unique identifier.
- ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
+ ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);
ImGui::Begin("Same title as another window##1");
ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
ImGui::End();
- ImGui::SetNextWindowPos(ImVec2(100, 200), ImGuiCond_FirstUseEver);
+ ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver);
ImGui::Begin("Same title as another window##2");
ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
ImGui::End();
@@ -4424,7 +7190,7 @@ static void ShowExampleAppWindowTitles(bool*)
// Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
char buf[128];
sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());
- ImGui::SetNextWindowPos(ImVec2(100, 300), ImGuiCond_FirstUseEver);
+ ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver);
ImGui::Begin(buf);
ImGui::Text("This window has a changing title.");
ImGui::End();
@@ -4443,122 +7209,207 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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();
+ // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of
+ // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your
+ // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not
+ // exposed outside (to avoid messing with your types) In this example we are not using the maths operators!
if (ImGui::BeginTabBar("##TabBar"))
{
- // Primitives
if (ImGui::BeginTabItem("Primitives"))
{
+ ImGui::PushItemWidth(-ImGui::GetFontSize() * 15);
+ ImDrawList* draw_list = ImGui::GetWindowDrawList();
+
+ // Draw gradients
+ // (note that those are currently exacerbating our sRGB/Linear issues)
+ // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well..
+ ImGui::Text("Gradients");
+ ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());
+ {
+ ImVec2 p0 = ImGui::GetCursorScreenPos();
+ ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);
+ ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255));
+ ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255));
+ draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);
+ ImGui::InvisibleButton("##gradient1", gradient_size);
+ }
+ {
+ ImVec2 p0 = ImGui::GetCursorScreenPos();
+ ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);
+ ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255));
+ ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255));
+ draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);
+ ImGui::InvisibleButton("##gradient2", gradient_size);
+ }
+
+ // Draw a bunch of primitives
+ ImGui::Text("All primitives");
static float sz = 36.0f;
static float thickness = 3.0f;
static int ngon_sides = 6;
static bool circle_segments_override = false;
static int circle_segments_override_v = 12;
+ static bool curve_segments_override = false;
+ static int curve_segments_override_v = 8;
static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
- ImGui::PushItemWidth(-ImGui::GetFontSize() * 10);
- ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
+ ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f");
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
- if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40))
- circle_segments_override = true;
+ circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40);
+ ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);
+ ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
+ curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40);
ImGui::ColorEdit4("Color", &colf.x);
- ImGui::PopItemWidth();
+
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 ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight;
+ const float rounding = sz / 5.0f;
const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;
- float x = p.x + 4.0f, y = p.y + 4.0f;
+ const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;
+ float x = p.x + 4.0f;
+ float y = p.y + 4.0f;
for (int n = 0; n < 2; n++)
{
// First line uses a thickness of 1.0f, second line uses the configurable thickness
float th = (n == 0) ? 1.0f : thickness;
- draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon
- draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle
- draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, 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);
+ draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon
+ draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle
+ draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square
+ draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners
+ draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners
+ draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle
+ //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle
+ draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
+ draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
+ draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
+
+ // Quadratic Bezier Curve (3 control points)
+ ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) };
+ draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing;
+
+ // Cubic Bezier Curve (4 control points)
+ ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) };
+ draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments);
+
x = p.x + 4;
y += sz + spacing;
}
- draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon
- draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);x += sz + spacing; // Circle
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners
- draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle
- draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing*2.0f; // Vertical line (faster than AddLine, but only handle integer thickness)
- draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine)
+ draw_list->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) * 9.8f, (sz + spacing) * 3));
+
+ ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f));
+ ImGui::PopItemWidth();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Canvas"))
{
static ImVector<ImVec2> points;
+ static ImVec2 scrolling(0.0f, 0.0f);
+ static bool opt_enable_grid = true;
+ static bool opt_enable_context_menu = true;
static bool adding_line = false;
- if (ImGui::Button("Clear")) points.clear();
- if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
- ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
-
- // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
- // But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
- // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
- ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
- ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
- if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
- if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
- draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255));
- draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255));
-
- 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)
+
+ 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))
{
- adding_preview = true;
points.push_back(mouse_pos_in_canvas);
- if (!ImGui::IsMouseDown(0))
- adding_line = adding_preview = false;
+ points.push_back(mouse_pos_in_canvas);
+ adding_line = true;
}
- if (ImGui::IsItemHovered())
+ if (adding_line)
{
- if (!adding_line && ImGui::IsMouseClicked(0))
- {
- points.push_back(mouse_pos_in_canvas);
- adding_line = true;
- }
- if (ImGui::IsMouseClicked(1) && !points.empty())
- {
- adding_line = adding_preview = false;
- points.pop_back();
- points.pop_back();
- }
+ 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;
}
- 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);
+
+ // 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)
+ {
+ 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();
- if (adding_preview)
- points.pop_back();
+
ImGui::EndTabItem();
}
@@ -4574,9 +7425,9 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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), 48, 10+4);
+ ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4);
if (draw_fg)
- ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10);
+ ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);
ImGui::EndTabItem();
}
@@ -4593,14 +7444,14 @@ 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;
@@ -4613,7 +7464,7 @@ 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);
@@ -4662,10 +7513,11 @@ 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)
@@ -4814,19 +7666,20 @@ void ShowExampleAppDocuments(bool* p_open)
{
if (!ImGui::IsPopupOpen("Save?"))
ImGui::OpenPopup("Save?");
- if (ImGui::BeginPopupModal("Save?"))
+ if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::Text("Save change to the following items?");
- ImGui::SetNextItemWidth(-1.0f);
- if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6))
+ float item_height = ImGui::GetTextLineHeightWithSpacing();
+ if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height)))
{
for (int n = 0; n < close_queue.Size; n++)
if (close_queue[n]->Dirty)
ImGui::Text("%s", close_queue[n]->Name);
- ImGui::ListBoxFooter();
+ ImGui::EndChildFrame();
}
- if (ImGui::Button("Yes", ImVec2(80, 0)))
+ ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f);
+ if (ImGui::Button("Yes", button_size))
{
for (int n = 0; n < close_queue.Size; n++)
{
@@ -4838,7 +7691,7 @@ void ShowExampleAppDocuments(bool* p_open)
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
- if (ImGui::Button("No", ImVec2(80, 0)))
+ if (ImGui::Button("No", button_size))
{
for (int n = 0; n < close_queue.Size; n++)
close_queue[n]->DoForceClose();
@@ -4846,7 +7699,7 @@ void ShowExampleAppDocuments(bool* p_open)
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
- if (ImGui::Button("Cancel", ImVec2(80, 0)))
+ if (ImGui::Button("Cancel", button_size))
{
close_queue.clear();
ImGui::CloseCurrentPopup();
diff --git a/src/imgui/imgui_draw.cpp b/src/imgui/imgui_draw.cpp
index 4e6f1374b..54490ed1a 100644
--- a/src/imgui/imgui_draw.cpp
+++ b/src/imgui/imgui_draw.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.75
+// dear imgui, v1.83
// (drawing and font code)
/*
@@ -16,7 +16,7 @@ Index of this file:
// [SECTION] ImFontAtlas glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
-// [SECTION] Internal Render Helpers
+// [SECTION] ImGui Internal Render Helpers
// [SECTION] Decompression code
// [SECTION] Default font data (ProggyClean.ttf)
@@ -32,12 +32,15 @@ Index of this file:
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
+
#include "imgui_internal.h"
-#include "imconfig.h"
+#ifdef IMGUI_ENABLE_FREETYPE
+#include "misc/freetype/imgui_freetype.h"
+#endif
#include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca)
-#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__)
+#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
#elif defined(_WIN32)
#include <malloc.h> // alloca
@@ -51,29 +54,32 @@ Index of this file:
// Visual Studio warnings
#ifdef _MSC_VER
-#pragma warning (disable: 4127) // condition expression is constant
-#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#pragma warning (disable: 4127) // condition expression is constant
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead.
+#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
-#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
-#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is.
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
-#endif
-#if __has_warning("-Wcomma")
-#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here //
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
-#if __has_warning("-Wreserved-id-macro")
-#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
-#endif
-#if __has_warning("-Wdouble-promotion")
-#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#if __has_warning("-Walloca")
+#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged
#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
+#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
+#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
@@ -102,6 +108,9 @@ namespace IMGUI_STB_NAMESPACE
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
+#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'.
+#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read.
+#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did.
#endif
#if defined(__clang__)
@@ -109,7 +118,7 @@ namespace IMGUI_STB_NAMESPACE
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
-#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier //
+#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
#endif
#if defined(__GNUC__)
@@ -119,9 +128,9 @@ namespace IMGUI_STB_NAMESPACE
#endif
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
-#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
#define STBRP_STATIC
-#define STBRP_ASSERT(x) IM_ASSERT(x)
+#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
#define STBRP_SORT ImQsort
#define STB_RECT_PACK_IMPLEMENTATION
#endif
@@ -132,16 +141,17 @@ namespace IMGUI_STB_NAMESPACE
#endif
#endif
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
-#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
-#define STBTT_assert(x) IM_ASSERT(x)
+#define STBTT_assert(x) do { IM_ASSERT(x); } while(0)
#define STBTT_fmod(x,y) ImFmod(x,y)
#define STBTT_sqrt(x) ImSqrt(x)
#define STBTT_pow(x,y) ImPow(x,y)
#define STBTT_fabs(x) ImFabs(x)
-#define STBTT_ifloor(x) ((int)ImFloorStd(x))
+#define STBTT_ifloor(x) ((int)ImFloorSigned(x))
#define STBTT_iceil(x) ((int)ImCeil(x))
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
@@ -154,6 +164,7 @@ namespace IMGUI_STB_NAMESPACE
#include "imstb_truetype.h"
#endif
#endif
+#endif // IMGUI_ENABLE_STB_TRUETYPE
#if defined(__GNUC__)
#pragma GCC diagnostic pop
@@ -211,7 +222,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
- colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
+ colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
@@ -223,6 +234,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+ colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);
+ colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
@@ -238,7 +254,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
- colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);
+ colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
@@ -266,7 +282,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
- colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
+ colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
@@ -278,6 +294,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+ colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);
+ colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@@ -322,7 +343,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
- colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
+ colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
@@ -334,6 +355,11 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
+ colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
+ colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@@ -343,47 +369,49 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
}
//-----------------------------------------------------------------------------
-// ImDrawList
+// [SECTION] ImDrawList
//-----------------------------------------------------------------------------
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;
-
- // Lookup tables
- for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
+ memset(this, 0, sizeof(*this));
+ for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
- const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
- CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a));
+ const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
+ ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
}
- memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError()
+ ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
-void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
+void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
return;
+
+ IM_ASSERT(max_error > 0.0f);
CircleSegmentMaxError = max_error;
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
- const float radius = i + 1.0f;
- const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError);
- CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255);
+ const float radius = (float)i;
+ CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
}
+ ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
-void ImDrawList::Clear()
+// 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 = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
- _VtxCurrentOffset = 0;
+ Flags = _Data->InitialFlags;
+ memset(&_CmdHeader, 0, sizeof(_CmdHeader));
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
@@ -391,13 +419,16 @@ void ImDrawList::Clear()
_TextureIdStack.resize(0);
_Path.resize(0);
_Splitter.Clear();
+ CmdBuffer.push_back(ImDrawCmd());
+ _FringeScale = 1.0f;
}
-void ImDrawList::ClearFreeMemory()
+void ImDrawList::_ClearFreeMemory()
{
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
+ Flags = ImDrawListFlags_None;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
@@ -417,86 +448,127 @@ ImDrawList* ImDrawList::CloneOutput() const
return dst;
}
-// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
-#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
-#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)
-
void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
- draw_cmd.ClipRect = GetCurrentClipRect();
- draw_cmd.TextureId = GetCurrentTextureId();
- draw_cmd.VtxOffset = _VtxCurrentOffset;
+ draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
+ draw_cmd.TextureId = _CmdHeader.TextureId;
+ draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
draw_cmd.IdxOffset = IdxBuffer.Size;
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd);
}
+// Pop trailing draw command (used before merging or presenting to user)
+// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
+void ImDrawList::_PopUnusedDrawCmd()
+{
+ if (CmdBuffer.Size == 0)
+ return;
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)
+ CmdBuffer.pop_back();
+}
+
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
- ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
- if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
+ 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;
+}
+
+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;
}
-#undef GetCurrentClipRect
-#undef GetCurrentTextureId
+int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
+{
+ // Automatic segment count
+ const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy
+ if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
+ return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
+ else
+ return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
+}
// 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;
@@ -506,7 +578,8 @@ 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()
@@ -516,22 +589,23 @@ 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();
}
// Reserve space for a number of vertices and indices.
@@ -543,13 +617,15 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
- _VtxCurrentOffset = VtxBuffer.Size;
- _VtxCurrentIdx = 0;
- AddDrawCmd();
+ // FIXME: In theory we should be testing that vtx_count <64k here.
+ // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
+ // to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
+ _CmdHeader.VtxOffset = VtxBuffer.Size;
+ _OnChangedVtxOffset();
}
- ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
- draw_cmd.ElemCount += idx_count;
+ ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ draw_cmd->ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
@@ -565,8 +641,8 @@ 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;
+ 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);
}
@@ -616,42 +692,56 @@ 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_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; }
+#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
+#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
+#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } 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.
-void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)
+void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)
{
if (points_count < 2)
return;
- const ImVec2 uv = _Data->TexUvWhitePixel;
-
- int count = points_count;
- if (!closed)
- count = points_count-1;
+ const bool closed = (flags & ImDrawFlags_Closed) != 0;
+ const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
+ const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
+ const bool thick_line = (thickness > _FringeScale);
- const bool thick_line = thickness > 1.0f;
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
// Anti-aliased stroke
- const float AA_SIZE = 1.0f;
+ const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
- const int idx_count = thick_line ? count*18 : count*12;
- const int vtx_count = thick_line ? points_count*4 : points_count*3;
+ // Thicknesses <1.0 should behave like thickness 1.0
+ thickness = ImMax(thickness, 1.0f);
+ const int integer_thickness = (int)thickness;
+ const float fractional_thickness = thickness - integer_thickness;
+
+ // Do we want to draw this line using a texture?
+ // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
+ // - If AA_SIZE is not 1.0f we cannot use the texture path.
+ const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
+
+ // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
+ IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
+
+ const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
+ const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
PrimReserve(idx_count, vtx_count);
// Temporary buffer
- ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630
+ // The first <points_count> 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);
@@ -659,79 +749,134 @@ 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 <thickness> pixels for the line itself, plus "one pixel" for AA.
+ // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
+ // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
+ // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
+ // allow scaling geometry while preserving one-screen-pixel AA fringe).
+ const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
+
+ // If line is not closed, the first and last points need to be generated differently as there are no normals to blend
if (!closed)
{
- temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;
- temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;
- temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE;
- temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE;
+ temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
+ temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
+ temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;
+ temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;
}
+ // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
+ // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
- unsigned int idx1 = _VtxCurrentIdx;
- for (int i1 = 0; i1 < count; i1++)
+ unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
+ for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
- const int i2 = (i1+1) == points_count ? 0 : i1+1;
- unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3;
+ const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
+ const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
- IM_FIXNORMAL2F(dm_x, dm_y)
- dm_x *= AA_SIZE;
- dm_y *= AA_SIZE;
+ IM_FIXNORMAL2F(dm_x, dm_y);
+ dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
+ dm_y *= half_draw_size;
- // Add temporary vertexes
- 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) // Currently always zero when use_texture==false!
+ {
+ const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
+ tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
+ tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
+ tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
+ tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
+ }*/
+ ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
+ ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
+ for (int i = 0; i < points_count; i++)
+ {
+ _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
+ _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
+ _VtxWritePtr += 2;
+ }
+ }
+ else
{
- _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;
@@ -742,8 +887,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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;
@@ -754,24 +899,24 @@ 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;
}
}
@@ -779,14 +924,14 @@ 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];
@@ -796,14 +941,14 @@ 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;
}
@@ -821,24 +966,24 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
if (Flags & ImDrawListFlags_AntiAliasedFill)
{
// Anti-aliased Fill
- const float AA_SIZE = 1.0f;
+ const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
- const int idx_count = (points_count-2)*3 + points_count*6;
- const int vtx_count = (points_count*2);
+ 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];
@@ -849,7 +994,7 @@ 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];
@@ -866,8 +1011,8 @@ 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;
@@ -875,7 +1020,7 @@ 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++)
@@ -885,31 +1030,108 @@ 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& center, float radius, int a_min_of_12, int a_max_of_12)
+void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
- if (radius == 0.0f || a_min_of_12 > a_max_of_12)
+ if (radius <= 0.0f)
{
_Path.push_back(center);
return;
}
- _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
- for (int a = a_min_of_12; a <= a_max_of_12; a++)
+
+ // Calculate arc auto segment step size
+ if (a_step <= 0)
+ a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);
+
+ // Make sure we never do steps larger than one quarter of the circle
+ a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);
+
+ const int sample_range = ImAbs(a_max_sample - a_min_sample);
+ const int a_next_step = a_step;
+
+ int samples = sample_range + 1;
+ bool extra_max_sample = false;
+ if (a_step > 1)
+ {
+ samples = sample_range / a_step + 1;
+ const int overstep = sample_range % a_step;
+
+ if (overstep > 0)
+ {
+ extra_max_sample = true;
+ samples++;
+
+ // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,
+ // distribute first step range evenly between them by reducing first step size.
+ if (sample_range > 0)
+ a_step -= (a_step - overstep) / 2;
+ }
+ }
+
+ _Path.resize(_Path.Size + samples);
+ ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);
+
+ int sample_index = a_min_sample;
+ if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
+ {
+ sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ if (sample_index < 0)
+ sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ }
+
+ if (a_max_sample >= a_min_sample)
+ {
+ for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)
+ {
+ // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
+ if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
+ sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+ const ImVec2 s = _Data->ArcFastVtx[sample_index];
+ out_ptr->x = center.x + s.x * radius;
+ out_ptr->y = center.y + s.y * radius;
+ out_ptr++;
+ }
+ }
+ else
+ {
+ for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step)
+ {
+ // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
+ if (sample_index < 0)
+ sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+ const ImVec2 s = _Data->ArcFastVtx[sample_index];
+ out_ptr->x = center.x + s.x * radius;
+ out_ptr->y = center.y + s.y * radius;
+ out_ptr++;
+ }
+ }
+
+ if (extra_max_sample)
{
- const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
- _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
+ int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ if (normalized_max_sample < 0)
+ normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+ const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];
+ out_ptr->x = center.x + s.x * radius;
+ out_ptr->y = center.y + s.y * radius;
+ out_ptr++;
}
+
+ IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);
}
-void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
+void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
- if (radius == 0.0f)
+ if (radius <= 0.0f)
{
_Path.push_back(center);
return;
@@ -925,63 +1147,201 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
}
}
-ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
+// 0: East, 3: South, 6: West, 9: North, 12: East
+void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
+{
+ if (radius <= 0.0f)
+ {
+ _Path.push_back(center);
+ return;
+ }
+ _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);
+}
+
+void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
+{
+ if (radius <= 0.0f)
+ {
+ _Path.push_back(center);
+ return;
+ }
+
+ if (num_segments > 0)
+ {
+ _PathArcToN(center, radius, a_min, a_max, num_segments);
+ return;
+ }
+
+ // Automatic segment count
+ if (radius <= _Data->ArcFastRadiusCutoff)
+ {
+ const bool a_is_reverse = a_max < a_min;
+
+ // We are going to use precomputed values for mid samples.
+ // Determine first and last sample in lookup table that belong to the arc.
+ const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
+ const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
+
+ const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
+ const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f);
+ const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
+
+ const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f;
+ const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f;
+
+ _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
+ if (a_emit_start)
+ _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));
+ if (a_mid_samples > 0)
+ _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);
+ if (a_emit_end)
+ _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));
+ }
+ else
+ {
+ const float arc_length = ImAbs(a_max - a_min);
+ const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
+ const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
+ _PathArcToN(center, radius, a_min, a_max, arc_segment_count);
+ }
+}
+
+ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
+{
+ float u = 1.0f - t;
+ float w1 = u * u * u;
+ float w2 = 3 * u * u * t;
+ float w3 = 3 * u * t * t;
+ float w4 = t * t * t;
+ return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
+}
+
+ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
{
float u = 1.0f - t;
- float w1 = u*u*u;
- float w2 = 3*u*u*t;
- float w3 = 3*u*t*t;
- float w4 = t*t*t;
- return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y);
+ float w1 = u * u;
+ float w2 = 2 * u * t;
+ float w3 = t * t;
+ return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
}
-// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
-static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
+static void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
float dx = x4 - x1;
float dy = y4 - y1;
- float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
- float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
+ float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
+ float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
d2 = (d2 >= 0) ? d2 : -d2;
d3 = (d3 >= 0) ? d3 : -d3;
- if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
+ 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;
+ PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+ PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
}
}
-void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
+static void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
+{
+ float dx = x3 - x1, dy = y3 - y1;
+ float det = (x2 - x3) * dy - (y2 - y3) * dx;
+ if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
+ {
+ path->push_back(ImVec2(x3, y3));
+ }
+ else if (level < 10)
+ {
+ float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
+ float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
+ float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
+ PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
+ PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
+ }
+}
+
+void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
+{
+ ImVec2 p1 = _Path.back();
+ if (num_segments == 0)
+ {
+ PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
+ }
+ else
+ {
+ float t_step = 1.0f / (float)num_segments;
+ for (int i_step = 1; i_step <= num_segments; i_step++)
+ _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
+ }
+}
+
+void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
- PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
+ PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
- _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
+ _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
}
}
-void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
+IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
+static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
+{
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
+ // ~0 --> ImDrawFlags_RoundCornersAll or 0
+ if (flags == ~0)
+ return ImDrawFlags_RoundCornersAll;
+
+ // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations)
+ // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!)
+ // 0x02 --> ImDrawFlags_RoundCornersTopRight
+ // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight
+ // 0x04 --> ImDrawFlags_RoundCornersBotLeft
+ // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft
+ // ...
+ // 0x0F --> ImDrawFlags_RoundCornersAll or 0
+ // (See all values in ImDrawCornerFlags_)
+ if (flags >= 0x01 && flags <= 0x0F)
+ return (flags << 4);
+
+ // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
+#endif
+
+ // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
+ // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc...
+ IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
+
+ if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
+ flags |= ImDrawFlags_RoundCornersAll;
+
+ return flags;
+}
+
+void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)
{
- 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);
+ flags = FixRectCornerFlags(flags);
+ rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);
+ rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f);
- if (rounding <= 0.0f || rounding_corners == 0)
+ if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y));
@@ -990,10 +1350,10 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
}
else
{
- const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f;
- const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f;
- const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f;
- const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f;
+ const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f;
+ const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f;
+ const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f;
+ const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f;
PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
@@ -1007,35 +1367,35 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th
return;
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
- PathStroke(col, false, thickness);
+ PathStroke(col, 0, thickness);
}
// p_min = upper-left, p_max = lower-right
// Note we don't render 1 pixels sized rectangles properly.
-void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
+void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (Flags & ImDrawListFlags_AntiAliasedLines)
- PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners);
+ PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);
else
- PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
- PathStroke(col, true, thickness);
+ PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.
+ PathStroke(col, ImDrawFlags_Closed, thickness);
}
-void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
+void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
- if (rounding > 0.0f)
+ if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
- PathRect(p_min, p_max, rounding, rounding_corners);
- PathFillConvex(col);
+ PrimReserve(6, 4);
+ PrimRect(p_min, p_max, col);
}
else
{
- PrimReserve(6, 4);
- PrimRect(p_min, p_max, col);
+ PathRect(p_min, p_max, rounding, flags);
+ PathFillConvex(col);
}
}
@@ -1047,8 +1407,8 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_ma
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));
+ 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);
@@ -1064,7 +1424,7 @@ void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, c
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
- PathStroke(col, true, thickness);
+ PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
@@ -1087,7 +1447,7 @@ void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
- PathStroke(col, true, thickness);
+ PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
@@ -1110,11 +1470,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
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);
+ num_segments = _CalcCircleAutoSegmentCount(radius);
}
else
{
@@ -1125,10 +1481,10 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
// 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);
+ 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);
+ PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
@@ -1140,11 +1496,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
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);
+ num_segments = _CalcCircleAutoSegmentCount(radius);
}
else
{
@@ -1155,7 +1507,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
// 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);
+ PathArcToFast(center, radius, 0, 12 - 1);
else
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
@@ -1170,7 +1522,7 @@ void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
- PathStroke(col, true, thickness);
+ PathStroke(col, ImDrawFlags_Closed, thickness);
}
// Guaranteed to honor 'num_segments'
@@ -1186,14 +1538,25 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
}
// 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)
+void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
- PathBezierCurveTo(p2, p3, p4, num_segments);
- PathStroke(col, false, thickness);
+ PathBezierCubicCurveTo(p2, p3, p4, num_segments);
+ PathStroke(col, 0, thickness);
+}
+
+// Quadratic Bezier takes 3 controls points
+void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ PathLineTo(p1);
+ PathBezierQuadraticCurveTo(p2, p3, num_segments);
+ PathStroke(col, 0, thickness);
}
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
@@ -1212,9 +1575,9 @@ 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);
@@ -1235,7 +1598,7 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, cons
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);
@@ -1251,7 +1614,7 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, con
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);
@@ -1262,23 +1625,24 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, con
PopTextureID();
}
-void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
+void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
- if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
+ flags = FixRectCornerFlags(flags);
+ if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
}
- const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
+ const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
int vert_start_idx = VtxBuffer.Size;
- PathRect(p_min, p_max, rounding, rounding_corners);
+ PathRect(p_min, p_max, rounding, flags);
PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
@@ -1289,7 +1653,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
//-----------------------------------------------------------------------------
-// ImDrawListSplitter
+// [SECTION] ImDrawListSplitter
//-----------------------------------------------------------------------------
// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
//-----------------------------------------------------------------------------
@@ -1310,10 +1674,14 @@ void ImDrawListSplitter::ClearFreeMemory()
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
{
+ IM_UNUSED(draw_list);
IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
+ {
+ _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable
_Channels.resize(channels_count);
+ }
_Count = channels_count;
// Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
@@ -1331,30 +1699,17 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
_Channels[i]._CmdBuffer.resize(0);
_Channels[i]._IdxBuffer.resize(0);
}
- if (_Channels[i]._CmdBuffer.Size == 0)
- {
- ImDrawCmd draw_cmd;
- draw_cmd.ClipRect = draw_list->_ClipRectStack.back();
- draw_cmd.TextureId = draw_list->_TextureIdStack.back();
- _Channels[i]._CmdBuffer.push_back(draw_cmd);
- }
}
}
-static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b)
-{
- return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback;
-}
-
void ImDrawListSplitter::Merge(ImDrawList* draw_list)
{
- // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
+ // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
if (_Count <= 1)
return;
SetCurrentChannel(draw_list, 0);
- if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0)
- draw_list->CmdBuffer.pop_back();
+ draw_list->_PopUnusedDrawCmd();
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
int new_cmd_buffer_count = 0;
@@ -1364,14 +1719,21 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
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 && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0]))
+
+ if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{
- // Merge previous channel last draw command with current channel first draw command if matching.
- last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
- idx_offset += ch._CmdBuffer[0].ElemCount;
- ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
+ 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();
@@ -1396,8 +1758,18 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
}
draw_list->_IdxWritePtr = idx_write;
- draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
- draw_list->UpdateTextureID();
+
+ // Ensure there's always a non-callback draw command trailing the command-buffer
+ if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
+ draw_list->AddDrawCmd();
+
+ // If current command is used with different settings we need to add a new command
+ ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
+ if (curr_cmd->ElemCount == 0)
+ ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+ else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
+ draw_list->AddDrawCmd();
+
_Count = 1;
}
@@ -1406,6 +1778,7 @@ 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));
@@ -1413,6 +1786,15 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
+
+ // If current command is used with different settings we need to add a new command
+ ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
+ if (curr_cmd == NULL)
+ draw_list->AddDrawCmd();
+ else if (curr_cmd->ElemCount == 0)
+ ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+ else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
+ draw_list->AddDrawCmd();
}
//-----------------------------------------------------------------------------
@@ -1465,13 +1847,19 @@ 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);
}
}
@@ -1507,25 +1895,13 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve
ImFontConfig::ImFontConfig()
{
- FontData = NULL;
- FontDataSize = 0;
+ memset(this, 0, sizeof(*this));
FontDataOwnedByAtlas = true;
- FontNo = 0;
- SizePixels = 0.0f;
OversampleH = 3; // FIXME: 2 may be a better default?
OversampleV = 1;
- PixelSnapH = false;
- GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
- GlyphOffset = ImVec2(0.0f, 0.0f);
- GlyphRanges = NULL;
- GlyphMinAdvanceX = 0.0f;
GlyphMaxAdvanceX = FLT_MAX;
- MergeMode = false;
- RasterizerFlags = 0x00;
RasterizerMultiply = 1.0f;
EllipsisChar = (ImWchar)-1;
- memset(Name, 0, sizeof(Name));
- DstFont = NULL;
}
//-----------------------------------------------------------------------------
@@ -1533,11 +1909,10 @@ 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 Dear ImGui to render filled shapes.
-const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
-const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
-const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
-static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
+// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
+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 "
@@ -1583,19 +1958,9 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3
ImFontAtlas::ImFontAtlas()
{
- Locked = false;
- Flags = ImFontAtlasFlags_None;
- TexID = (ImTextureID)NULL;
- TexDesiredWidth = 0;
+ memset(this, 0, sizeof(*this));
TexGlyphPadding = 1;
-
- TexPixelsAlpha8 = NULL;
- TexPixelsRGBA32 = NULL;
- TexWidth = TexHeight = 0;
- TexUvScale = ImVec2(0.0f, 0.0f);
- TexUvWhitePixel = ImVec2(0.0f, 0.0f);
- for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
- CustomRectIds[n] = -1;
+ PackIdMouseCursors = PackIdLines = -1;
}
ImFontAtlas::~ImFontAtlas()
@@ -1623,8 +1988,7 @@ 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()
@@ -1636,6 +2000,7 @@ void ImFontAtlas::ClearTexData()
IM_FREE(TexPixelsRGBA32);
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
+ TexPixelsUseColors = false;
}
void ImFontAtlas::ClearFonts()
@@ -1725,15 +2090,15 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
}
// 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;
@@ -1754,11 +2119,11 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
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;
}
@@ -1800,7 +2165,7 @@ 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 *)IM_ALLOC(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();
@@ -1819,14 +2184,11 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
return font;
}
-int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
+int ImFontAtlas::AddCustomRectRegular(int width, int height)
{
- // Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000)
- IM_ASSERT(id >= 0x110000);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
- r.ID = id;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
CustomRects.push_back(r);
@@ -1835,13 +2197,16 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
{
+#ifdef IMGUI_USE_WCHAR32
+ IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
+#endif
IM_ASSERT(font != NULL);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
- r.ID = id;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
+ r.GlyphID = id;
r.GlyphAdvanceX = advance_x;
r.GlyphOffset = offset;
r.Font = font;
@@ -1864,16 +2229,15 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
if (Flags & ImFontAtlasFlags_NoMouseCursors)
return false;
- IM_ASSERT(CustomRectIds[0] != -1);
- ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]];
- IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
- ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
+ IM_ASSERT(PackIdMouseCursors != -1);
+ ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
+ ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
*out_size = size;
*out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
out_uv_border[0] = (pos) * TexUvScale;
out_uv_border[1] = (pos + size) * TexUvScale;
- pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
+ pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
out_uv_fill[0] = (pos) * TexUvScale;
out_uv_fill[1] = (pos + size) * TexUvScale;
return true;
@@ -1882,7 +2246,26 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
bool ImFontAtlas::Build()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- return ImFontAtlasBuildWithStbTruetype(this);
+
+ // Select builder
+ // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
+ // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
+ // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere
+ // and point to it instead of pointing directly to return value of the GetBuilderXXX functions.
+ const ImFontBuilderIO* builder_io = FontBuilderIO;
+ if (builder_io == NULL)
+ {
+#ifdef IMGUI_ENABLE_FREETYPE
+ builder_io = ImGuiFreeType::GetBuilderForFreeType();
+#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
+ builder_io = ImFontAtlasGetBuilderForStbTruetype();
+#else
+ IM_ASSERT(0); // Invalid Build function
+#endif
+ }
+
+ // Build
+ return builder_io->FontBuilder_Build(this);
}
void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
@@ -1902,6 +2285,7 @@ void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsig
data[i] = table[data[i]];
}
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
struct ImFontBuildSrcData
@@ -1914,7 +2298,7 @@ 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<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap)
};
@@ -1924,26 +2308,26 @@ 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<int>* out)
+static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)
{
IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
- const int* it_begin = in->Storage.begin();
- const int* it_end = in->Storage.end();
- for (const int* it = it_begin; it < it_end; it++)
- if (int entries_32 = *it)
- for (int bit_n = 0; bit_n < 32; bit_n++)
- if (entries_32 & (1u << bit_n))
- 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)
+static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
- ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
+ ImFontAtlasBuildInit(atlas);
// Clear atlas
atlas->TexID = (ImTextureID)NULL;
@@ -1972,10 +2356,11 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
if (cfg.DstFont == atlas->Fonts[output_i])
src_tmp.DstIndex = output_i;
- IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
if (src_tmp.DstIndex == -1)
+ {
+ IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
return false;
-
+ }
// Initialize helper structure for font loading and verify that the TTF/OTF data is correct
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
@@ -1997,14 +2382,14 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
- src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
+ src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
if (dst_tmp.GlyphsSet.Storage.empty())
- dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
+ dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
{
- if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
+ if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
continue;
if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
continue;
@@ -2012,8 +2397,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
// Add to avail set/counters
src_tmp.GlyphsCount++;
dst_tmp.GlyphsCount++;
- src_tmp.GlyphsSet.SetBit(codepoint, true);
- dst_tmp.GlyphsSet.SetBit(codepoint, true);
+ src_tmp.GlyphsSet.SetBit(codepoint);
+ dst_tmp.GlyphsSet.SetBit(codepoint);
total_glyphs_count++;
}
}
@@ -2023,7 +2408,7 @@ 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);
}
@@ -2088,7 +2473,7 @@ 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).
@@ -2155,8 +2540,11 @@ 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;
@@ -2170,20 +2558,13 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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 ? ImFloor((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);
}
}
@@ -2195,16 +2576,15 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
return true;
}
-void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)
+const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
{
- if (atlas->CustomRectIds[0] >= 0)
- return;
- if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
- atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
- else
- atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2);
+ static ImFontBuilderIO io;
+ io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;
+ return &io;
}
+#endif // IMGUI_ENABLE_STB_TRUETYPE
+
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
{
if (!font_config->MergeMode)
@@ -2212,6 +2592,7 @@ 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;
@@ -2246,53 +2627,158 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
}
}
+void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)
+{
+ IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
+ IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
+ unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);
+ for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
+ for (int off_x = 0; off_x < w; off_x++)
+ out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;
+}
+
+void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)
+{
+ IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
+ IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
+ unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);
+ for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
+ for (int off_x = 0; off_x < w; off_x++)
+ out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;
+}
+
static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
{
- IM_ASSERT(atlas->CustomRectIds[0] >= 0);
- IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
- ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
- IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
- IM_ASSERT(r.IsPacked());
+ ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
+ IM_ASSERT(r->IsPacked());
const int w = atlas->TexWidth;
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
{
// Render/copy pixels
- IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
- for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
- for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
- {
- const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w;
- const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
- atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
- atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
- }
+ IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
+ const int x_for_white = r->X;
+ const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
+ if (atlas->TexPixelsAlpha8 != NULL)
+ {
+ ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);
+ ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);
+ }
+ else
+ {
+ ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);
+ ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);
+ }
}
else
{
- IM_ASSERT(r.Width == 2 && r.Height == 2);
- const int offset = (int)(r.X) + (int)(r.Y) * w;
- atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
+ // Render 4 white pixels
+ IM_ASSERT(r->Width == 2 && r->Height == 2);
+ const int offset = (int)r->X + (int)r->Y * w;
+ if (atlas->TexPixelsAlpha8 != NULL)
+ {
+ atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
+ }
+ else
+ {
+ atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;
+ }
+ }
+ atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
+}
+
+static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
+{
+ if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
+ return;
+
+ // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
+ ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
+ IM_ASSERT(r->IsPacked());
+ for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
+ {
+ // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
+ unsigned int y = n;
+ unsigned int line_width = n;
+ unsigned int pad_left = (r->Width - line_width) / 2;
+ unsigned int pad_right = r->Width - (pad_left + line_width);
+
+ // Write each slice
+ IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
+ if (atlas->TexPixelsAlpha8 != NULL)
+ {
+ unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
+ for (unsigned int i = 0; i < pad_left; i++)
+ *(write_ptr + i) = 0x00;
+
+ for (unsigned int i = 0; i < line_width; i++)
+ *(write_ptr + pad_left + i) = 0xFF;
+
+ for (unsigned int i = 0; i < pad_right; i++)
+ *(write_ptr + pad_left + line_width + i) = 0x00;
+ }
+ else
+ {
+ unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
+ for (unsigned int i = 0; i < pad_left; i++)
+ *(write_ptr + i) = IM_COL32_BLACK_TRANS;
+
+ for (unsigned int i = 0; i < line_width; i++)
+ *(write_ptr + pad_left + i) = IM_COL32_WHITE;
+
+ for (unsigned int i = 0; i < pad_right; i++)
+ *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS;
+ }
+
+ // Calculate UVs for this line
+ ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
+ ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
+ float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
+ atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
}
- atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y);
}
+// Note: this is called / shared by both the stb_truetype and the FreeType builder
+void ImFontAtlasBuildInit(ImFontAtlas* atlas)
+{
+ // Register texture region for mouse cursors or standard white pixels
+ if (atlas->PackIdMouseCursors < 0)
+ {
+ if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
+ atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
+ else
+ atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
+ }
+
+ // Register texture region for thick lines
+ // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
+ if (atlas->PackIdLines < 0)
+ {
+ if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
+ atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
+ }
+}
+
+// This is called/shared by both the stb_truetype and the FreeType builder.
void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
{
- // Render into our custom data block
+ // Render into our custom data blocks
+ IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
ImFontAtlasBuildRenderDefaultTexData(atlas);
+ ImFontAtlasBuildRenderLinesTexData(atlas);
// Register custom rectangle glyphs
for (int i = 0; i < atlas->CustomRects.Size; i++)
{
- const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
- if (r.Font == NULL || r.ID >= 0x110000)
+ 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
@@ -2302,7 +2788,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
- // FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots.
+ // 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];
@@ -2335,7 +2821,7 @@ 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];
@@ -2439,45 +2925,76 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
{
- // 1946 common ideograms code points for Japanese
- // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering
- // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this.
+ // 2999 ideograms code points for Japanese
+ // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points
+ // - 863 Jinmeiyo (meaning "for personal name") Kanji code points
+ // - Sourced from the character information database of the Information-technology Promotion Agency, Japan
+ // - https://mojikiban.ipa.go.jp/mji/
+ // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP).
+ // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en
+ // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode
+ // - You can generate this code by the script at:
+ // - https://github.com/vaiorabbit/everyday_use_kanji
+ // - References:
+ // - List of Joyo Kanji
+ // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html
+ // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji
+ // - List of Jinmeiyo Kanji
+ // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html
+ // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji
+ // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
- 0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18,
- 5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15,
- 2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,
- 2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12,
- 20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9,
- 4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3,
- 3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23,
- 8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2,
- 3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14,
- 15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5,
- 1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12,
- 12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16,
- 22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2,
- 5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2,
- 1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7,
- 1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14,
- 11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25,
- 15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18,
- 5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5,
- 3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15,
- 18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1,
- 27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4,
- 1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41,
- 1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2,
- 10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159,
- 179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6,
- 3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1,
- 3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2,
- 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16,
- 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2,
- 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65,
- 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
+ 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,
+ 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,
+ 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,
+ 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,
+ 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,
+ 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,
+ 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,
+ 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,
+ 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,
+ 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,
+ 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,
+ 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,
+ 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,
+ 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,
+ 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,
+ 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,
+ 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,
+ 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,
+ 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,
+ 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,
+ 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,
+ 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,
+ 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,
+ 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,
+ 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,
+ 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,
+ 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,
+ 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,
+ 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,
+ 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,
+ 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,
+ 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,
+ 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,
+ 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,
+ 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,
+ 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,
+ 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,
+ 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,
+ 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,
+ 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,
+ 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,
+ 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,
+ 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,
+ 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,
+ 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,
+ 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,
+ 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,
+ 3,2,1,1,1,1,2,1,1,
};
static ImWchar base_ranges[] = // not zero-terminated
{
@@ -2550,8 +3067,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
text += c_len;
if (c_len == 0)
break;
- if (c <= IM_UNICODE_CODEPOINT_MAX)
- AddChar((ImWchar)c);
+ AddChar((ImWchar)c);
}
}
@@ -2586,7 +3102,6 @@ ImFont::ImFont()
FallbackAdvanceX = 0.0f;
FallbackChar = (ImWchar)'?';
EllipsisChar = (ImWchar)-1;
- DisplayOffset = ImVec2(0.0f, 0.0f);
FallbackGlyph = NULL;
ContainerAtlas = NULL;
ConfigData = NULL;
@@ -2595,6 +3110,7 @@ ImFont::ImFont()
Scale = 1.0f;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
+ memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
}
ImFont::~ImFont()
@@ -2622,32 +3138,43 @@ 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 *= 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++)
@@ -2655,6 +3182,25 @@ 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;
@@ -2672,11 +3218,34 @@ void ImFont::GrowIndex(int new_size)
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
-void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
+// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
+void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
{
+ if (cfg != NULL)
+ {
+ // Clamp & recenter if needed
+ const float advance_x_original = advance_x;
+ advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
+ if (advance_x != advance_x_original)
+ {
+ float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
+ x0 += char_off_x;
+ x1 += char_off_x;
+ }
+
+ // Snap to pixel
+ if (cfg->PixelSnapH)
+ advance_x = IM_ROUND(advance_x);
+
+ // Bake spacing
+ advance_x += cfg->GlyphExtraSpacing.x;
+ }
+
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& glyph = Glyphs.back();
- glyph.Codepoint = (ImWchar)codepoint;
+ glyph.Codepoint = (unsigned int)codepoint;
+ glyph.Visible = (x0 != x1) && (y0 != y1);
+ glyph.Colored = false;
glyph.X0 = x0;
glyph.Y0 = y0;
glyph.X1 = x1;
@@ -2685,14 +3254,13 @@ 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 = IM_ROUND(glyph.AdvanceX);
+ 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)
@@ -2712,7 +3280,7 @@ 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)
@@ -2722,7 +3290,7 @@ 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)
@@ -2811,7 +3379,7 @@ 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)
@@ -2837,7 +3405,7 @@ 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);
@@ -2923,28 +3491,30 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
return text_size;
}
+// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
{
- 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 = IM_FLOOR(pos.x + DisplayOffset.x);
- pos.y = IM_FLOOR(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);
- }
+ if (glyph->Colored)
+ col |= ~IM_COL32_A_MASK;
+ float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
+ pos.x = IM_FLOOR(pos.x);
+ pos.y = IM_FLOOR(pos.y);
+ draw_list->PrimReserve(6, 4);
+ draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
+// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect
- pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
- pos.y = IM_FLOOR(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)
@@ -2992,14 +3562,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
- ImU32 defaultCol = col;
- ImU32 highlighCol = ImGui::GetColorU32(ImGuiCol_ButtonHovered);
-
- // if text is started with ColorMarkerHovered symbol, we should use another color for a highlighting
- if (*s == ImGui::ColorMarkerHovered) {
- highlighCol = ImGui::GetColorU32(ImGuiCol_FrameBg);
- s += 1;
- }
+ const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
while (s < text_end)
{
@@ -3029,17 +3592,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
}
}
- if (*s == ImGui::ColorMarkerStart) {
- col = highlighCol;
- s += 1;
- }
- else if (*s == ImGui::ColorMarkerEnd) {
- col = defaultCol;
- s += 1;
- if (s == text_end)
- break;
- }
-
// Decode and advance source
unsigned int c = (unsigned int)*s;
if (c < 0x80)
@@ -3067,93 +3619,151 @@ 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)
+ {
+ 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)
{
- 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;
+ v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
+ y2 = clip_rect.w;
}
+ if (y1 >= y2)
+ {
+ x += char_width;
+ continue;
+ }
+ }
+
+ // Support for untinted glyphs
+ ImU32 glyph_col = glyph->Colored ? col_untinted : col;
+
+ // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
+ {
+ idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
+ idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
+ vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
+ vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
+ vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
+ vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
+ vtx_write += 4;
+ vtx_current_idx += 4;
+ idx_write += 6;
}
}
}
-
x += char_width;
}
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
- draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
+ draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
draw_list->_VtxWritePtr = vtx_write;
draw_list->_IdxWritePtr = idx_write;
draw_list->_VtxCurrentIdx = vtx_current_idx;
}
//-----------------------------------------------------------------------------
-// [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()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
//-----------------------------------------------------------------------------
+// Function in need of a redesign (legacy mess)
+// - RenderColorRectWithAlphaCheckerboard()
+//-----------------------------------------------------------------------------
+
+// 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, 0, thickness);
+}
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{
@@ -3166,12 +3776,12 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
pos -= offset;
- const ImTextureID tex_id = font_atlas->TexID;
+ 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();
}
}
@@ -3258,6 +3868,63 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
draw_list->PathFillConvex(col);
}
+void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding)
+{
+ const bool fill_L = (inner.Min.x > outer.Min.x);
+ const bool fill_R = (inner.Max.x < outer.Max.x);
+ const bool fill_U = (inner.Min.y > outer.Min.y);
+ const bool fill_D = (inner.Max.y < outer.Max.y);
+ if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));
+ if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));
+ if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));
+ if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));
+ if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);
+ if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);
+ if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);
+ if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
+}
+
+// Helper for ColorPicker4()
+// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
+// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
+// FIXME: uses ImGui::GetColorU32
+void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags)
+{
+ if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
+ flags = ImDrawFlags_RoundCornersDefault_;
+ if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
+ {
+ ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
+ ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
+ draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
+
+ int yi = 0;
+ for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
+ {
+ float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
+ if (y2 <= y1)
+ continue;
+ for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
+ {
+ float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
+ if (x2 <= x1)
+ continue;
+ ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;
+ if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; }
+ if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; }
+
+ // Combine flags
+ cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags);
+ draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);
+ }
+ }
+ }
+ else
+ {
+ draw_list->AddRectFilled(p_min, p_max, col, rounding, flags);
+ }
+}
+
//-----------------------------------------------------------------------------
// [SECTION] Decompression code
//-----------------------------------------------------------------------------
@@ -3389,7 +4056,7 @@ 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^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#"
"`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
diff --git a/src/imgui/imgui_internal.h b/src/imgui/imgui_internal.h
index 5de13c365..8006246b6 100644
--- a/src/imgui/imgui_internal.h
+++ b/src/imgui/imgui_internal.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.75
+// dear imgui, v1.83
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@@ -9,15 +9,29 @@
/*
Index of this file:
-// Header mess
-// Forward declarations
-// STB libraries includes
-// Context pointer
-// Generic helpers
-// Misc data structures
-// Main imgui context
-// Tab bar, tab item
-// Internal API
+
+// [SECTION] Header mess
+// [SECTION] Forward declarations
+// [SECTION] Context pointer
+// [SECTION] STB libraries includes
+// [SECTION] Macros
+// [SECTION] Generic helpers
+// [SECTION] ImDrawList support
+// [SECTION] Widgets support: flags, enums, data structures
+// [SECTION] Columns support
+// [SECTION] Multi-select support
+// [SECTION] Docking support
+// [SECTION] Viewport support
+// [SECTION] Settings support
+// [SECTION] Metrics, Debug
+// [SECTION] Generic context hooks
+// [SECTION] ImGuiContext (main imgui context)
+// [SECTION] ImGuiWindowTempData, ImGuiWindow
+// [SECTION] Tab bar, Tab item support
+// [SECTION] Table support
+// [SECTION] ImGui internal API
+// [SECTION] ImFontAtlas internal API
+// [SECTION] Test Engine specific hooks (imgui_test_engine)
*/
@@ -25,7 +39,7 @@ Index of this file:
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
-// Header mess
+// [SECTION] Header mess
//-----------------------------------------------------------------------------
#ifndef IMGUI_VERSION
@@ -37,86 +51,120 @@ Index of this file:
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
#include <limits.h> // INT_MIN, INT_MAX
+// Enable SSE intrinsics if available
+#if defined __SSE__ || defined __x86_64__ || defined _M_X64
+#define IMGUI_ENABLE_SSE
+#include <immintrin.h>
+#endif
+
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (push)
-#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
+#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
+#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
+#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
-#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned()
+#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wold-style-cast"
-#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
-#endif
-#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion"
-#endif
+#pragma clang diagnostic ignored "-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
+#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
+#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
+#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74
#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
#endif
+// Enable stb_truetype by default unless FreeType is enabled.
+// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.
+#ifndef IMGUI_ENABLE_FREETYPE
+#define IMGUI_ENABLE_STB_TRUETYPE
+#endif
+
//-----------------------------------------------------------------------------
-// Forward declarations
+// [SECTION] Forward declarations
//-----------------------------------------------------------------------------
-struct ImBoolVector; // Store 1-bit per value
+struct ImBitVector; // Store 1-bit per value
struct ImRect; // An axis-aligned rectangle (2 points)
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
-struct ImGuiColumnData; // Storage data for a single column
-struct ImGuiColumns; // Storage data for a columns set
struct ImGuiContext; // Main Dear ImGui context
+struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
-struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
+struct 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 ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
+struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions
+struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api
+struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api
struct ImGuiPopupData; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
+struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
+struct ImGuiTable; // Storage for a table
+struct ImGuiTableColumn; // Storage for one column of a table
+struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
+struct ImGuiTableSettings; // Storage for a table .ini settings
+struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
struct ImGuiWindow; // Storage for one window
-struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
+struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
-typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
-typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns()
-typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
+typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd()
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
+typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d()
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
-typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior()
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
+typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
+
+//-----------------------------------------------------------------------------
+// [SECTION] Context pointer
+// See implementation of this variable in imgui.cpp for comments and details.
+//-----------------------------------------------------------------------------
+
+#ifndef GImGui
+extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
+#endif
+
//-------------------------------------------------------------------------
-// STB libraries includes
+// [SECTION] STB libraries includes
//-------------------------------------------------------------------------
namespace ImStb
@@ -126,7 +174,7 @@ namespace ImStb
#undef STB_TEXTEDIT_CHARTYPE
#define STB_TEXTEDIT_STRING ImGuiInputTextState
#define STB_TEXTEDIT_CHARTYPE ImWchar
-#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
+#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)
#define STB_TEXTEDIT_UNDOSTATECOUNT 99
#define STB_TEXTEDIT_UNDOCHARCOUNT 999
#include "imstb_textedit.h"
@@ -134,15 +182,7 @@ namespace ImStb
} // namespace ImStb
//-----------------------------------------------------------------------------
-// Context pointer
-//-----------------------------------------------------------------------------
-
-#ifndef GImGui
-extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
-#endif
-
-//-----------------------------------------------------------------------------
-// Macros
+// [SECTION] Macros
//-----------------------------------------------------------------------------
// Debug Logging
@@ -150,8 +190,14 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
#endif
+// Debug Logging for selected systems. Remove the '((void)0) //' to enable.
+//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log
+//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log
+#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log
+#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log
+
// Static Asserts
-#if (__cplusplus >= 201100)
+#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
#else
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
@@ -180,6 +226,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IM_NEWLINE "\n"
#endif
#define IM_TABSIZE (4)
+#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
@@ -192,33 +239,64 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IMGUI_CDECL
#endif
+// Warnings
+#if defined(_MSC_VER) && !defined(__clang__)
+#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX))
+#else
+#define IM_MSVC_WARNING_SUPPRESS(XXXX)
+#endif
+
+// 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
+
//-----------------------------------------------------------------------------
-// Generic helpers
+// [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: Misc
+// - Helpers: Hashing
+// - Helpers: Sorting
// - Helpers: Bit manipulation
// - Helpers: String, Formatting
// - Helpers: UTF-8 <> wchar conversions
// - Helpers: ImVec2/ImVec4 operators
// - Helpers: Maths
// - Helpers: Geometry
-// - Helper: ImBoolVector
+// - Helper: ImVec1
+// - Helper: ImVec2ih
+// - Helper: ImRect
+// - Helper: ImBitArray
+// - Helper: ImBitVector
+// - Helper: ImSpan<>, ImSpanAllocator<>
// - Helper: ImPool<>
// - Helper: ImChunkStream<>
//-----------------------------------------------------------------------------
-// Helpers: Misc
-#define ImQsort qsort
-IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
-IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
+// Helpers: Hashing
+IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
+IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-static inline 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]
+static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
#endif
+// 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 bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: String, Formatting
@@ -255,19 +333,23 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons
// 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; }
+IM_MSVC_RUNTIME_CHECKS_OFF
+static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
+static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
+static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
+static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
+static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
-static inline 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); }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif
// Helpers: File System
@@ -280,7 +362,6 @@ static inline ImU64 ImFileGetSize(ImFileHandle)
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);
@@ -294,6 +375,7 @@ IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 coun
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
// Helpers: Maths
+IM_MSVC_RUNTIME_CHECKS_OFF
// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
#define ImFabs(X) fabsf(X)
@@ -304,10 +386,23 @@ IMGUI_API void* ImFileLoadToMemory(const char* filename, const char*
#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 ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned()
#define ImCeil(X) ceilf(X)
static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
static inline double ImPow(double x, double y) { return pow(x, y); }
+static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision
+static inline double ImLog(double x) { return log(x); }
+static inline int ImAbs(int x) { return x < 0 ? -x : x; }
+static inline float ImAbs(float x) { return fabsf(x); }
+static inline double ImAbs(double x) { return fabs(x); }
+static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument
+static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); }
+#ifdef IMGUI_ENABLE_SSE
+static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
+#else
+static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); }
+#endif
+static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }
#endif
// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
// (Exceptionally using templates here but we could also redefine them for those types)
@@ -326,21 +421,24 @@ 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 ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
+static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
+static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)(f); }
+static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
static inline 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); }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
// 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 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);
+IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
+IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
+IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
@@ -348,16 +446,157 @@ IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2&
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: ImBoolVector
-// Store 1-bit per value. Note that Resize() currently clears the whole vector.
-struct IMGUI_API ImBoolVector
+// Helper: ImVec1 (1D vector)
+// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
+IM_MSVC_RUNTIME_CHECKS_OFF
+struct ImVec1
{
- ImVector<int> 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; }
+ 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
+{
+ 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: ImRect (2D axis aligned bounding-box)
+// NB: we can't rely on ImVec2 math operators being available here!
+struct IMGUI_API ImRect
+{
+ ImVec2 Min; // Upper-left
+ ImVec2 Max; // Lower-right
+
+ ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
+ ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
+ ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
+ ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
+
+ ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
+ ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
+ float GetWidth() const { return Max.x - Min.x; }
+ float GetHeight() const { return Max.y - Min.y; }
+ float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); }
+ ImVec2 GetTL() const { return Min; } // Top-left
+ ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
+ ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
+ ImVec2 GetBR() const { return Max; } // Bottom-right
+ bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
+ bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
+ bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
+ void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
+ void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
+ void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
+ void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
+ void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
+ void TranslateX(float dx) { Min.x += dx; Max.x += dx; }
+ void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
+ void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
+ void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
+ void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
+ bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
+ ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
+};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+// Helper: ImBitArray
+inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }
+inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }
+inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }
+inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2)
+{
+ n2--;
+ while (n <= n2)
+ {
+ int a_mod = (n & 31);
+ int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;
+ ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);
+ arr[n >> 5] |= mask;
+ n = (n + 32) & ~31;
+ }
+}
+
+// Helper: ImBitArray class (wrapper over ImBitArray functions)
+// Store 1-bit per value.
+template<int BITCOUNT>
+struct IMGUI_API ImBitArray
+{
+ ImU32 Storage[(BITCOUNT + 31) >> 5];
+ ImBitArray() { ClearAllBits(); }
+ void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
+ void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }
+ bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
+ void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); }
+ void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
+ void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
+};
+
+// Helper: ImBitVector
+// Store 1-bit per value.
+struct IMGUI_API ImBitVector
+{
+ ImVector<ImU32> Storage;
+ void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }
+ void Clear() { Storage.clear(); }
+ bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); }
+ void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }
+ void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }
+};
+
+// Helper: ImSpan<>
+// Pointing to a span of data we don't own.
+template<typename T>
+struct ImSpan
+{
+ T* Data;
+ T* DataEnd;
+
+ // Constructors, destructor
+ inline ImSpan() { Data = DataEnd = NULL; }
+ inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; }
+ inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; }
+
+ inline void set(T* data, int size) { Data = data; DataEnd = data + size; }
+ inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; }
+ inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); }
+ inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }
+ inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
+ inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
+
+ inline T* begin() { return Data; }
+ inline const T* begin() const { return Data; }
+ inline T* end() { return DataEnd; }
+ inline const T* end() const { return DataEnd; }
+
+ // Utilities
+ inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }
+};
+
+// Helper: ImSpanAllocator<>
+// Facilitate storing multiple chunks into a single large block (the "arena")
+// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
+template<int CHUNKS>
+struct ImSpanAllocator
+{
+ char* BasePtr;
+ int CurrOff;
+ int CurrIdx;
+ int Offsets[CHUNKS];
+ int Sizes[CHUNKS];
+
+ ImSpanAllocator() { memset(this, 0, sizeof(*this)); }
+ inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }
+ inline int GetArenaSizeInBytes() { return CurrOff; }
+ inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }
+ inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
+ inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }
+ template<typename T>
+ inline void GetSpan(int n, ImSpan<T>* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
};
// Helper: ImPool<>
@@ -389,7 +628,7 @@ struct IMGUI_API ImPool
// 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)
+// We store the chunk size first, and align the final size on 4 bytes boundaries.
// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
template<typename T>
struct IMGUI_API ImChunkStream
@@ -399,98 +638,83 @@ struct IMGUI_API ImChunkStream
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* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
int chunk_size(const T* p) { return ((const int*)p)[-1]; }
T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
+ void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }
+
};
//-----------------------------------------------------------------------------
-// Misc data structures
+// [SECTION] ImDrawList support
//-----------------------------------------------------------------------------
-enum ImGuiButtonFlags_
-{
- ImGuiButtonFlags_None = 0,
- ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
- ImGuiButtonFlags_PressedOnClick = 1 << 1, // return true on click (mouse down event)
- ImGuiButtonFlags_PressedOnClickRelease = 1 << 2, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
- ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 3, // return true on click + release even if the release event is not done while hovering the item
- ImGuiButtonFlags_PressedOnRelease = 1 << 4, // return true on release (default requires click+release)
- ImGuiButtonFlags_PressedOnDoubleClick = 1 << 5, // return true on double-click (default requires click+release)
- ImGuiButtonFlags_PressedOnDragDropHold = 1 << 6, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
- ImGuiButtonFlags_FlattenChildren = 1 << 7, // allow interactions even if a child window is overlapping
- ImGuiButtonFlags_AllowItemOverlap = 1 << 8, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
- ImGuiButtonFlags_DontClosePopups = 1 << 9, // disable automatically closing parent popup on press // [UNUSED]
- ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions
- ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // 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 << 12, // disable mouse interaction if a key modifier is held
- ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
- ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
- ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on
- ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
- ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
- ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
-
- ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
- ImGuiButtonFlags_MouseButtonShift_ = 16,
- ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
- ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
- ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease
-};
+// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
+// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
+// Number of segments (N) is calculated using equation:
+// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r
+// Our equation is significantly simpler that one in the post thanks for choosing segment that is
+// perpendicular to X axis. Follow steps in the article from this starting condition and you will
+// will get this result.
+//
+// Rendering circles with an odd number of segments, while mathematically correct will produce
+// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
+//
+#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
-enum ImGuiSliderFlags_
-{
- ImGuiSliderFlags_None = 0,
- ImGuiSliderFlags_Vertical = 1 << 0
-};
+// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))
-enum ImGuiDragFlags_
-{
- ImGuiDragFlags_None = 0,
- ImGuiDragFlags_Vertical = 1 << 0
-};
+// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
+#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
+#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.
+#endif
+#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
-enum ImGuiColumnsFlags_
+// 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
{
- // 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.
-};
+ 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)
-// Extend ImGuiSelectableFlags_
-enum ImGuiSelectableFlagsPrivate_
-{
- // NB: need to be in sync with last value of ImGuiSelectableFlags_
- ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
- ImGuiSelectableFlags_PressedOnClick = 1 << 21,
- ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
- ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
- ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
- ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25
-};
+ // [Internal] Lookup tables
+ ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
+ float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
+ ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
+ const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
-// Extend ImGuiTreeNodeFlags_
-enum ImGuiTreeNodeFlagsPrivate_
-{
- ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20
+ ImDrawListSharedData();
+ void SetCircleTessellationMaxError(float max_error);
};
-enum ImGuiSeparatorFlags_
+struct ImDrawDataBuilder
{
- ImGuiSeparatorFlags_None = 0,
- ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
- ImGuiSeparatorFlags_Vertical = 1 << 1,
- ImGuiSeparatorFlags_SpanAllColumns = 1 << 2
+ ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
+
+ void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
+ void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
+ int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
+ IMGUI_API void FlattenIntoSingleLayer();
};
+//-----------------------------------------------------------------------------
+// [SECTION] Widgets support: flags, enums, data structures
+//-----------------------------------------------------------------------------
+
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
// This is going to be exposed in imgui.h when stabilized enough.
enum ImGuiItemFlags_
@@ -503,30 +727,108 @@ enum ImGuiItemFlags_
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
- ImGuiItemFlags_Default_ = 0
+ ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
+};
+
+// Flags for ItemAdd()
+// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop.
+enum ImGuiItemAddFlags_
+{
+ ImGuiItemAddFlags_None = 0,
+ ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear.
};
// Storage for LastItem data
enum ImGuiItemStatusFlags_
{
ImGuiItemStatusFlags_None = 0,
- ImGuiItemStatusFlags_HoveredRect = 1 << 0,
- ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
+ ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
+ ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
- ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
+ ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
- ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
+ ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
+ ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
+ ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code.
+ ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing.
+ ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing
#ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui_tests only]
- ImGuiItemStatusFlags_Openable = 1 << 10, //
- ImGuiItemStatusFlags_Opened = 1 << 11, //
- ImGuiItemStatusFlags_Checkable = 1 << 12, //
- ImGuiItemStatusFlags_Checked = 1 << 13 //
+ ImGuiItemStatusFlags_Openable = 1 << 20, //
+ ImGuiItemStatusFlags_Opened = 1 << 21, //
+ ImGuiItemStatusFlags_Checkable = 1 << 22, //
+ ImGuiItemStatusFlags_Checked = 1 << 23 //
#endif
};
+// Extend ImGuiInputTextFlags_
+enum ImGuiInputTextFlagsPrivate_
+{
+ // [Internal]
+ ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
+ ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data
+ ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
+};
+
+// Extend ImGuiButtonFlags_
+enum ImGuiButtonFlagsPrivate_
+{
+ ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event)
+ ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
+ ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item
+ ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)
+ ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)
+ ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
+ ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat
+ ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
+ ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
+ ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED]
+ ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions
+ 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 << 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_SpanAllColumns = 1 << 2
+};
+
enum ImGuiTextFlags_
{
ImGuiTextFlags_None = 0,
@@ -574,9 +876,10 @@ enum ImGuiInputSource
{
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse,
- ImGuiInputSource_Nav,
- ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
- ImGuiInputSource_NavGamepad, // "
+ ImGuiInputSource_Keyboard,
+ ImGuiInputSource_Gamepad,
+ ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
+ ImGuiInputSource_Clipboard, // Currently only used by InputText()
ImGuiInputSource_COUNT
};
@@ -637,70 +940,32 @@ enum ImGuiNavLayer
enum ImGuiPopupPositionPolicy
{
ImGuiPopupPositionPolicy_Default,
- ImGuiPopupPositionPolicy_ComboBox
+ ImGuiPopupPositionPolicy_ComboBox,
+ ImGuiPopupPositionPolicy_Tooltip
};
-// 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; }
-};
-
-// 2D vector (half-size integer)
-struct ImVec2ih
-{
- 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; }
-};
-
-// 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
-
- 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; }
+ ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT
};
// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
struct ImGuiDataTypeInfo
{
- size_t Size; // Size in byte
+ size_t Size; // Size in bytes
+ const char* Name; // Short descriptive name for the type, for debugging
const char* PrintFmt; // Default printf format for the type
const char* ScanFmt; // Default scanf format for the type
};
+// Extend ImGuiDataType_
+enum ImGuiDataTypePrivate_
+{
+ ImGuiDataType_String = ImGuiDataType_COUNT + 1,
+ ImGuiDataType_Pointer,
+ ImGuiDataType_ID
+};
+
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColorMod
{
@@ -719,8 +984,9 @@ struct ImGuiStyleMod
};
// Stacked storage data for BeginGroup()/EndGroup()
-struct ImGuiGroupData
+struct IMGUI_API ImGuiGroupData
{
+ ImGuiID WindowID;
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
ImVec1 BackupIndent;
@@ -729,6 +995,7 @@ struct ImGuiGroupData
float BackupCurrLineTextBaseOffset;
ImGuiID BackupActiveIdIsAlive;
bool BackupActiveIdPreviousFrameIsAlive;
+ bool BackupHoveredIdIsAlive;
bool EmitItem;
};
@@ -739,17 +1006,18 @@ struct IMGUI_API ImGuiMenuColumns
float Width, NextWidth;
float Pos[3], NextWidths[3];
- ImGuiMenuColumns();
+ ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
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 len is valid even if TextA is not.
+ int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
ImVector<ImWchar> 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<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
@@ -760,7 +1028,8 @@ struct IMGUI_API ImGuiInputTextState
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
- ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
+ bool Edited; // edited this frame
+ ImGuiInputTextFlags Flags; // copy of InputText() flags
ImGuiInputTextCallback UserCallback; // "
void* UserCallbackData; // "
@@ -779,32 +1048,6 @@ struct IMGUI_API ImGuiInputTextState
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
};
-// Windows data saved in imgui.ini file
-// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
-// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
-struct ImGuiWindowSettings
-{
- ImGuiID ID;
- ImVec2ih Pos;
- ImVec2ih Size;
- bool Collapsed;
-
- ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
- char* GetName() { return (char*)(this + 1); }
-};
-
-struct ImGuiSettingsHandler
-{
- const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
- ImGuiID TypeHash; // == ImHashStr(TypeName)
- void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
- void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
- void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
- void* UserData;
-
- ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
-};
-
// Storage for current popup stack
struct ImGuiPopupData
{
@@ -816,99 +1059,21 @@ struct ImGuiPopupData
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
- ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; }
+ ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
};
-struct ImGuiColumnData
+struct ImGuiNavItemData
{
- float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
- float OffsetNormBeforeResize;
- ImGuiColumnsFlags Flags; // Not exposed
- ImRect ClipRect;
-
- ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; }
-};
-
-struct ImGuiColumns
-{
- ImGuiID ID;
- ImGuiColumnsFlags Flags;
- bool IsFirstFrame;
- bool IsBeingResized;
- int Current;
- int Count;
- float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x
- float LineMinY, LineMaxY;
- float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
- float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
- ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns()
- ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns()
- ImVector<ImGuiColumnData> Columns;
- ImDrawListSplitter Splitter;
-
- ImGuiColumns() { Clear(); }
- void Clear()
- {
- ID = 0;
- Flags = ImGuiColumnsFlags_None;
- IsFirstFrame = false;
- IsBeingResized = false;
- Current = 0;
- Count = 1;
- OffMinX = OffMaxX = 0.0f;
- LineMinY = LineMaxY = 0.0f;
- HostCursorPosY = 0.0f;
- HostCursorMaxPosX = 0.0f;
- Columns.clear();
- }
-};
-
-// 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)
-
-// Data shared between all ImDrawList instances
-// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
-struct IMGUI_API ImDrawListSharedData
-{
- ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
- ImFont* Font; // Current/default font (optional, for simplified AddText overload)
- float FontSize; // Current/default font size (optional, for simplified AddText overload)
- float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo()
- float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc
- ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
- ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
-
- // [Internal] Lookup tables
- ImVec2 CircleVtx12[12]; // 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)
-
- ImDrawListSharedData();
- void SetCircleSegmentMaxError(float max_error);
-};
-
-struct ImDrawDataBuilder
-{
- ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
-
- void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
- void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
- IMGUI_API void FlattenIntoSingleLayer();
-};
-
-struct ImGuiNavMoveResult
-{
- 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
-
- ImGuiNavMoveResult() { Clear(); }
- void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
+ ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
+ ImGuiID ID; // Init,Move // Best candidate item ID
+ ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
+ ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
+ float DistBox; // Move // Best candidate box distance to current NavId
+ float DistCenter; // Move // Best candidate center distance to current NavId
+ float DistAxial; // Move // Best candidate axial distance to current NavId
+
+ ImGuiNavItemData() { Clear(); }
+ void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; }
};
enum ImGuiNextWindowDataFlags_
@@ -920,7 +1085,8 @@ enum ImGuiNextWindowDataFlags_
ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3,
ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4,
ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
- ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6
+ ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
+ ImGuiNextWindowDataFlags_HasScroll = 1 << 7
};
// Storage for SetNexWindow** functions
@@ -934,6 +1100,7 @@ struct ImGuiNextWindowData
ImVec2 PosPivotVal;
ImVec2 SizeVal;
ImVec2 ContentSizeVal;
+ ImVec2 ScrollVal;
bool CollapsedVal;
ImRect SizeConstraintRect;
ImGuiSizeCallback SizeCallback;
@@ -964,27 +1131,220 @@ struct ImGuiNextItemData
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; }
+};
+
//-----------------------------------------------------------------------------
-// Tabs
+// [SECTION] Columns support
//-----------------------------------------------------------------------------
-struct ImGuiShrinkWidthItem
+// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays!
+enum ImGuiOldColumnFlags_
{
- int Index;
- float Width;
+ ImGuiOldColumnFlags_None = 0,
+ ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers
+ ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
+ ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
+ ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
+ ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
+
+ // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None,
+ ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder,
+ ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize,
+ ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths,
+ ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow,
+ ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize
+#endif
};
-struct ImGuiPtrOrIndex
+struct ImGuiOldColumnData
{
- 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.
+ float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
+ float OffsetNormBeforeResize;
+ ImGuiOldColumnFlags Flags; // Not exposed
+ ImRect ClipRect;
- ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; }
- ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
+ ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
};
+struct ImGuiOldColumns
+{
+ ImGuiID ID;
+ ImGuiOldColumnFlags Flags;
+ bool IsFirstFrame;
+ bool IsBeingResized;
+ int Current;
+ int Count;
+ float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x
+ float LineMinY, LineMaxY;
+ float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
+ float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
+ ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
+ ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
+ ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()
+ ImVector<ImGuiOldColumnData> Columns;
+ ImDrawListSplitter Splitter;
+
+ ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Multi-select support
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_HAS_MULTI_SELECT
+// <this is filled in 'range_select' branch>
+#endif // #ifdef IMGUI_HAS_MULTI_SELECT
+
+//-----------------------------------------------------------------------------
+// [SECTION] Docking support
//-----------------------------------------------------------------------------
-// Main Dear ImGui context
+
+#ifdef IMGUI_HAS_DOCK
+// <this is filled in 'docking' branch>
+#endif // #ifdef IMGUI_HAS_DOCK
+
+//-----------------------------------------------------------------------------
+// [SECTION] Viewport support
+//-----------------------------------------------------------------------------
+
+// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
+// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
+struct ImGuiViewportP : public ImGuiViewport
+{
+ int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
+ ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
+ ImDrawData DrawDataP;
+ ImDrawDataBuilder DrawDataBuilder;
+
+ ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
+ ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
+ ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
+ ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.
+
+ ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; }
+ ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
+
+ // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
+ ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); }
+ ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); }
+ void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields
+
+ // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)
+ ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+ ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }
+ ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Settings support
+//-----------------------------------------------------------------------------
+
+// Windows data saved in imgui.ini file
+// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
+// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
+struct ImGuiWindowSettings
+{
+ ImGuiID ID;
+ ImVec2ih Pos;
+ ImVec2ih Size;
+ bool Collapsed;
+ bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
+
+ ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); }
+ char* GetName() { return (char*)(this + 1); }
+};
+
+struct ImGuiSettingsHandler
+{
+ const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
+ ImGuiID TypeHash; // == ImHashStr(TypeName)
+ void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data
+ void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order)
+ void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
+ void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
+ void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order)
+ void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
+ void* UserData;
+
+ ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Metrics, Debug
+//-----------------------------------------------------------------------------
+
+struct ImGuiMetricsConfig
+{
+ bool ShowWindowsRects;
+ bool ShowWindowsBeginOrder;
+ bool ShowTablesRects;
+ bool ShowDrawCmdMesh;
+ bool ShowDrawCmdBoundingBoxes;
+ int ShowWindowsRectsType;
+ int ShowTablesRectsType;
+
+ ImGuiMetricsConfig()
+ {
+ ShowWindowsRects = false;
+ ShowWindowsBeginOrder = false;
+ ShowTablesRects = false;
+ ShowDrawCmdMesh = true;
+ ShowDrawCmdBoundingBoxes = true;
+ ShowWindowsRectsType = -1;
+ ShowTablesRectsType = -1;
+ }
+};
+
+struct IMGUI_API ImGuiStackSizes
+{
+ short SizeOfIDStack;
+ short SizeOfColorStack;
+ short SizeOfStyleVarStack;
+ short SizeOfFontStack;
+ short SizeOfFocusScopeStack;
+ short SizeOfGroupStack;
+ short SizeOfBeginPopupStack;
+
+ ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
+ void SetToCurrentState();
+ void CompareWithCurrentState();
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Generic context hooks
+//-----------------------------------------------------------------------------
+
+typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);
+enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ };
+
+struct ImGuiContextHook
+{
+ ImGuiID HookId; // A unique ID assigned by AddContextHook()
+ ImGuiContextHookType Type;
+ ImGuiID Owner;
+ ImGuiContextHookCallback Callback;
+ void* UserData;
+
+ ImGuiContextHook() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiContext (main imgui context)
//-----------------------------------------------------------------------------
struct ImGuiContext
@@ -1004,26 +1364,35 @@ struct ImGuiContext
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
bool WithinEndChild; // Set within EndChild()
+ bool GcCompactAll; // Request full GC
+ bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
+ ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID()
+ void* TestEngine; // Test engine user data
// Windows state
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
- ImVector<ImGuiWindow*> 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<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.
ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
int WindowsActiveCount; // Number of unique windows submitted by frame
+ ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)
ImGuiWindow* CurrentWindow; // Window being drawn into
- ImGuiWindow* HoveredWindow; // Will catch mouse inputs
- ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
- ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
+ ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
+ ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
+ ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
ImVec2 WheelingWindowRefMousePos;
float WheelingWindowTimer;
// Item/widgets state and tracking information
- ImGuiID HoveredId; // Hovered widget
- bool HoveredIdAllowOverlap;
+ ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
+ ImGuiID HoveredId; // Hovered widget, filled during the frame
ImGuiID HoveredIdPreviousFrame;
+ bool HoveredIdAllowOverlap;
+ bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window.
+ bool HoveredIdPreviousFrameUsingMouseWheel;
+ bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
float HoveredIdTimer; // Measure contiguous hovering time
float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
ImGuiID ActiveId; // Active widget
@@ -1031,10 +1400,12 @@ struct ImGuiContext
float ActiveIdTimer;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
+ bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused.
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdHasBeenEditedThisFrame;
- ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it)
+ bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
+ ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
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)
@@ -1053,16 +1424,22 @@ struct ImGuiContext
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
// Shared stacks
- ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
- ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
- ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
+ ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
+ ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
+ ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
+ ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window
+ ImVector<ImGuiItemFlags>ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
+ ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
+ // Viewports
+ ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
+
// Gamepad/keyboard Navigation
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
ImGuiID NavId; // Focused item for navigation
- ImGuiID NavFocusScopeId;
+ 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
@@ -1070,59 +1447,59 @@ struct ImGuiContext
ImGuiID NavJustTabbedId; // Just tabbed to this id.
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
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; // 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)
-
- // Navigation: Windowing (CTRL+TAB, holding Menu button + directional pads to move/resize)
- ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
- ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
- ImGuiWindow* NavWindowingList;
+ ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
+ ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
+ ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
+ 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; //
+ ImGuiWindow* TabFocusRequestCurrWindow; //
+ ImGuiWindow* TabFocusRequestNextWindow; //
+ int TabFocusRequestCurrCounterRegular; // 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 TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
+ int TabFocusRequestNextCounterRegular; // Stored for next frame
+ int TabFocusRequestNextCounterTabStop; // "
+ bool TabFocusPressed; // Set in NewFrame() when user pressed Tab
// Render
- ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
- ImDrawDataBuilder DrawDataBuilder;
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
- ImDrawList BackgroundDrawList; // First draw list to be rendered.
- ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
ImGuiMouseCursor MouseCursor;
// Drag and Drop
bool DragDropActive;
- bool DragDropWithinSourceOrTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block.
+ 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;
@@ -1134,9 +1511,18 @@ struct ImGuiContext
ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
+ ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press.
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
+ // Table
+ ImGuiTable* CurrentTable;
+ int CurrentTableStackIdx;
+ ImPool<ImGuiTable> Tables;
+ ImVector<ImGuiTableTempData> TablesTempDataStack;
+ ImVector<float> TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC)
+ ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer;
+
// Tab bars
ImGuiTabBar* CurrentTabBar;
ImPool<ImGuiTabBar> TabBars;
@@ -1147,22 +1533,27 @@ struct ImGuiContext
ImVec2 LastValidMousePos;
ImGuiInputTextState InputTextState;
ImFont InputTextPasswordFont;
- ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
+ ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
float ColorEditLastHue; // 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
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
int TooltipOverrideCount;
- ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
+ float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work)
+ ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
+ ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
// Platform support
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
ImVec2 PlatformImeLastPos;
+ char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
// Settings
bool SettingsLoaded;
@@ -1170,12 +1561,17 @@ struct ImGuiContext
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
+ ImChunkStream<ImGuiTableSettings> SettingsTables; // ImGuiTable .ini settings entries
+ ImVector<ImGuiContextHook> Hooks; // Hooks for extensions (e.g. test engine)
+ ImGuiID HookIdNext; // Next available HookId
// Capture/Logging
- bool LogEnabled;
- ImGuiLogType LogType;
+ bool LogEnabled; // Currently capturing
+ ImGuiLogType LogType; // Capture target
ImFileHandle LogFile; // If != NULL log to stdout/ file
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
+ const char* LogNextPrefix;
+ const char* LogNextSuffix;
float LogLinePosY;
bool LogLineFirstItem;
int LogDepthRef;
@@ -1183,57 +1579,67 @@ struct ImGuiContext
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
// Debug Tools
- bool DebugItemPickerActive;
+ bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id
+ ImGuiMetricsConfig DebugMetricsConfig;
// Misc
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
int FramerateSecPerFrameIdx;
+ int FramerateSecPerFrameCount;
float FramerateSecPerFrameAccum;
int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags
int WantCaptureKeyboardNextFrame;
int WantTextInputNextFrame;
- char TempBuffer[1024*3+1]; // Temporary text buffer
+ char TempBuffer[1024 * 3 + 1]; // Temporary text buffer
- ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
+ ImGuiContext(ImFontAtlas* shared_font_atlas)
{
Initialized = false;
+ FontAtlasOwnedByContext = shared_font_atlas ? false : true;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
- FontAtlasOwnedByContext = shared_font_atlas ? false : true;
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
Time = 0.0f;
FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1;
WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
+ GcCompactAll = false;
+ TestEngineHookItems = false;
+ TestEngineHookIdInfo = 0;
+ TestEngine = NULL;
WindowsActiveCount = 0;
CurrentWindow = NULL;
HoveredWindow = NULL;
- HoveredRootWindow = NULL;
+ HoveredWindowUnderMovingWindow = NULL;
MovingWindow = NULL;
WheelingWindow = NULL;
WheelingWindowTimer = 0.0f;
- HoveredId = 0;
+ CurrentItemFlags = ImGuiItemFlags_None;
+ HoveredId = HoveredIdPreviousFrame = 0;
HoveredIdAllowOverlap = false;
- HoveredIdPreviousFrame = 0;
+ HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
+ HoveredIdDisabled = false;
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
ActiveId = 0;
ActiveIdIsAlive = 0;
ActiveIdTimer = 0.0f;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
+ ActiveIdNoClearOnFocusLoss = false;
ActiveIdHasBeenPressedBefore = false;
ActiveIdHasBeenEditedBefore = false;
ActiveIdHasBeenEditedThisFrame = false;
+ ActiveIdUsingMouseWheel = false;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingNavInputMask = 0x00;
ActiveIdUsingKeyInputMask = 0x00;
- ActiveIdClickOffset = ImVec2(-1,-1);
+ ActiveIdClickOffset = ImVec2(-1, -1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
- ActiveIdMouseButton = 0;
+ ActiveIdMouseButton = -1;
ActiveIdPreviousFrame = 0;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEditedBefore = false;
@@ -1244,8 +1650,9 @@ struct ImGuiContext
NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
+ NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
NavInputSource = ImGuiInputSource_None;
- NavScoringRectScreen = ImRect();
+ NavScoringRect = ImRect();
NavScoringCount = 0;
NavLayer = ImGuiNavLayer_Main;
NavIdTabCounter = INT_MAX;
@@ -1257,27 +1664,27 @@ struct ImGuiContext
NavInitRequest = false;
NavInitRequestFromMove = false;
NavInitResultId = 0;
- NavMoveFromClampedRefRect = false;
NavMoveRequest = false;
NavMoveRequestFlags = ImGuiNavMoveFlags_None;
NavMoveRequestForward = ImGuiNavForward_None;
+ NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
+ NavWrapRequestWindow = NULL;
+ NavWrapRequestFlags = ImGuiNavMoveFlags_None;
- NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
+ NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
- FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
- FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
- FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
- FocusTabPressed = false;
+ TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL;
+ TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX;
+ TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX;
+ TabFocusPressed = false;
DimBgRatio = 0.0f;
- BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
- ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
- DragDropActive = DragDropWithinSourceOrTarget = false;
+ DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
DragDropSourceFlags = ImGuiDragDropFlags_None;
DragDropSourceFrameCount = -1;
DragDropMouseButton = -1;
@@ -1286,28 +1693,37 @@ struct ImGuiContext
DragDropAcceptIdCurrRectSurface = 0.0f;
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
DragDropAcceptFrameCount = -1;
+ DragDropHoldJustPressedId = 0;
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
+ CurrentTable = NULL;
+ CurrentTableStackIdx = -1;
CurrentTabBar = NULL;
LastValidMousePos = ImVec2(0.0f, 0.0f);
- TempInputTextId = 0;
+ 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 = 0.0f;
TooltipOverrideCount = 0;
+ TooltipSlowDelay = 0.50f;
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
+ PlatformLocaleDecimalPoint = '.';
SettingsLoaded = false;
SettingsDirtyTimer = 0.0f;
+ HookIdNext = 0;
LogEnabled = false;
LogType = ImGuiLogType_None;
+ LogNextPrefix = LogNextSuffix = NULL;
LogFile = NULL;
LogLinePosY = FLT_MAX;
LogLineFirstItem = false;
@@ -1318,7 +1734,7 @@ struct ImGuiContext
DebugItemPickerBreakId = 0;
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
- FramerateSecPerFrameIdx = 0;
+ FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
FramerateSecPerFrameAccum = 0.0f;
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempBuffer, 0, sizeof(TempBuffer));
@@ -1326,18 +1742,20 @@ struct ImGuiContext
};
//-----------------------------------------------------------------------------
-// ImGuiWindow
+// [SECTION] ImGuiWindowTempData, ImGuiWindow
//-----------------------------------------------------------------------------
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
-// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
+// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
+// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
struct IMGUI_API ImGuiWindowTempData
{
// Layout
ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
- ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame
+ ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.
+ ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.
ImVec2 CurrLineSize;
ImVec2 PrevLineSize;
float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
@@ -1354,9 +1772,8 @@ struct IMGUI_API ImGuiWindowTempData
// Keyboard/Gamepad navigation
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
- int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
- int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
- int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
+ short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
+ short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
@@ -1369,7 +1786,8 @@ struct IMGUI_API ImGuiWindowTempData
ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
- ImGuiColumns* CurrentColumns; // Current columns set
+ ImGuiOldColumns* CurrentColumns; // Current columns set
+ int CurrentTableIdx; // Current table index (into g.Tables)
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
@@ -1377,49 +1795,11 @@ struct IMGUI_API ImGuiWindowTempData
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
- ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
- float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
- float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
- ImVector<ImGuiItemFlags>ItemFlagsStack;
- ImVector<float> ItemWidthStack;
- ImVector<float> TextWrapPosStack;
- ImVector<ImGuiGroupData>GroupStack;
- short StackSizesBackup[6]; // Store size of various stacks for asserting
-
- ImGuiWindowTempData()
- {
- CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
- 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 = 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;
- FocusCounterRegular = FocusCounterTabStop = -1;
-
- ItemFlags = ImGuiItemFlags_Default_;
- ItemWidth = 0.0f;
- TextWrapPos = -1.0f;
- memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
- }
+ float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
+ float TextWrapPos; // Current text wrap pos.
+ ImVector<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)
+ ImVector<float> TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)
+ ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
};
// Storage for one window
@@ -1432,9 +1812,10 @@ struct IMGUI_API ImGuiWindow
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
+ ImVec2 ContentSizeIdeal;
ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
ImVec2 WindowPadding; // Window padding at the time of Begin().
- float WindowRounding; // Window rounding at the time of Begin().
+ float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.
float WindowBorderSize; // Window border size at the time of Begin().
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE")
@@ -1443,7 +1824,8 @@ struct IMGUI_API ImGuiWindow
ImVec2 ScrollMax;
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
- ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis
+ ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold
+ ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
bool Active; // Set to true on Begin(), unless Collapsed
bool WasActive;
@@ -1452,50 +1834,56 @@ struct IMGUI_API ImGuiWindow
bool WantCollapseToggle;
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
- bool Hidden; // Do not display (== (HiddenFrames*** > 0))
+ bool Hidden; // Do not display (== HiddenFrames*** > 0)
bool IsFallbackWindow; // Set on the "Debug##Default" window.
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
- short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
- short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
+ short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
+ short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
+ short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImS8 AutoFitFramesX, AutoFitFramesY;
ImS8 AutoFitChildAxises;
bool AutoFitOnlyGrows;
ImGuiDir AutoPosLastDirection;
- int HiddenFramesCanSkipItems; // Hide the window for N frames
- int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
- ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use.
- ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use.
- ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use.
+ ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames
+ ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
+ ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only
+ ImS8 DisableInputsFrames; // Disable window interactions for N frames
+ ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.
+ ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.
+ ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.
ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
- ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
+ ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
- // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer.
+ // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.
// The main 'OuterRect', omitted as a field, is window->Rect().
ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar)
ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
- ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
+ ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
+ ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?
ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
+ ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window.
+ ImVec2ih HitTestHoleOffset;
int LastFrameActive; // Last frame number the window was Active.
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
float ItemWidthDefault;
ImGuiStorage StateStorage;
- ImVector<ImGuiColumns> ColumnsStorage;
+ ImVector<ImGuiOldColumns> ColumnsStorage;
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
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* 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.
@@ -1503,9 +1891,9 @@ struct IMGUI_API ImGuiWindow
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
- bool MemoryCompacted;
- int MemoryDrawListIdxCapacity;
+ int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
int MemoryDrawListVtxCapacity;
+ bool MemoryCompacted; // Set when window extraneous data have been garbage collected
public:
ImGuiWindow(ImGuiContext* context, const char* name);
@@ -1520,29 +1908,29 @@ public:
ImGuiID GetIDFromRectangle(const ImRect& r_abs);
// We don't use g.FontSize because the window may be != g.CurrentWidow.
- ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
- float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; 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()); }
+ 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; 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_
@@ -1556,64 +1944,329 @@ enum ImGuiTabBarFlagsPrivate_
// 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_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
+ ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
+ ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button
};
-// Storage for one active tab item (sizeof() 26~32 bytes)
+// Storage for one active tab item (sizeof() 28~32 bytes)
struct ImGuiTabItem
{
ImGuiID ID;
ImGuiTabItemFlags Flags;
int LastFrameVisible;
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
- int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
float Offset; // Position relative to beginning of tab
float Width; // Width currently displayed
- float ContentWidth; // 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
+ ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
+ ImS16 IndexDuringLayout; // Index only used during TabBarLayout()
+ bool WantClose; // Marked as closed by SetTabItemClosed()
- ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
+ ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; }
};
-// Storage for a tab bar (sizeof() 92~96 bytes)
+// Storage for a tab bar (sizeof() 152 bytes)
struct ImGuiTabBar
{
ImVector<ImGuiTabItem> Tabs;
+ ImGuiTabBarFlags Flags;
ImGuiID ID; // Zero for tab-bars used by docking
ImGuiID SelectedTabId; // Selected tab/window
- ImGuiID NextSelectedTabId;
+ ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
int CurrFrameVisible;
int PrevFrameVisible;
ImRect BarRect;
- float LastTabContentHeight; // Record the height of contents submitted below the tab bar
- float OffsetMax; // Distance from BarRect.Min.x, locked during layout
- float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped
- float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
+ float CurrTabsContentsHeight;
+ float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar
+ float WidthAllTabs; // Actual width of all tabs (locked during layout)
+ float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped
float ScrollingAnim;
float ScrollingTarget;
float ScrollingTargetDistToVisibility;
float ScrollingSpeed;
- ImGuiTabBarFlags Flags;
+ float ScrollingRectMinX;
+ float ScrollingRectMaxX;
ImGuiID ReorderRequestTabId;
- ImS8 ReorderRequestDir;
+ ImS16 ReorderRequestOffset;
+ ImS8 BeginCount;
bool WantLayout;
bool VisibleTabWasSubmitted;
- short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
+ bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
+ ImS16 TabsActiveCount; // Number of tabs submitted this frame.
+ ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
+ float ItemSpacingY;
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
+ ImVec2 BackupCursorPos;
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
ImGuiTabBar();
int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); }
const char* GetTabName(const ImGuiTabItem* tab) const
{
- IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
+ 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
+//-----------------------------------------------------------------------------
+
+#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
+#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
+#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels()
+
+// Our current column maximum is 64 but we may raise that in the future.
+typedef ImS8 ImGuiTableColumnIdx;
+typedef ImU8 ImGuiTableDrawChannelIdx;
+
+// [Internal] sizeof() ~ 104
+// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
+// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping.
+// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".
+struct ImGuiTableColumn
+{
+ ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_
+ float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.
+ float MinX; // Absolute positions
+ float MaxX;
+ float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()
+ float WidthAuto; // Automatic width
+ float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.
+ float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).
+ ImRect ClipRect; // Clipping rectangle for the column
+ ImGuiID UserID; // Optional, value passed to TableSetupColumn()
+ float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column
+ float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)
+ float ItemWidth; // Current item width for the column, preserved across rows
+ float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.
+ float ContentMaxXUnfrozen;
+ float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
+ float ContentMaxXHeadersIdeal;
+ ImS16 NameOffset; // Offset into parent ColumnsNames[]
+ ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
+ ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder)
+ ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column
+ ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column
+ ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort
+ ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[]
+ ImGuiTableDrawChannelIdx DrawChannelFrozen;
+ ImGuiTableDrawChannelIdx DrawChannelUnfrozen;
+ bool IsEnabled; // Is the column not marked Hidden by the user? (even if off view, e.g. clipped by scrolling).
+ bool IsEnabledNextFrame;
+ bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).
+ bool IsVisibleY;
+ bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.
+ bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen).
+ bool IsPreserveWidthAuto;
+ ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte
+ ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit
+ ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
+ ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
+ ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3)
+ ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each)
+ ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each)
+
+ ImGuiTableColumn()
+ {
+ memset(this, 0, sizeof(*this));
+ StretchWeight = WidthRequest = -1.0f;
+ NameOffset = -1;
+ DisplayOrder = IndexWithinEnabledSet = -1;
+ PrevEnabledColumn = NextEnabledColumn = -1;
+ SortOrder = -1;
+ SortDirection = ImGuiSortDirection_None;
+ DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;
+ }
+};
+
+// Transient cell data stored per row.
+// sizeof() ~ 6
+struct ImGuiTableCellData
+{
+ ImU32 BgColor; // Actual color
+ ImGuiTableColumnIdx Column; // Column number
+};
+
+// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
+struct ImGuiTable
+{
+ ImGuiID ID;
+ ImGuiTableFlags Flags;
+ void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
+ ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[]
+ ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
+ ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
+ ImSpan<ImGuiTableCellData> RowCellData; // Point within RawData[]. Store cells background requests for current row.
+ ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map
+ ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data
+ ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)
+ ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items)
+ ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)
+ int SettingsOffset; // Offset in g.SettingsTables
+ int LastFrameActive;
+ int ColumnsCount; // Number of columns declared in BeginTable()
+ int CurrentRow;
+ int CurrentColumn;
+ ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
+ ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with
+ float RowPosY1;
+ float RowPosY2;
+ float RowMinHeight; // Height submitted to TableNextRow()
+ float RowTextBaseline;
+ float RowIndentOffsetX;
+ ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_
+ ImGuiTableRowFlags LastRowFlags : 16;
+ int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.
+ ImU32 RowBgColor[2]; // Background color override for current row.
+ ImU32 BorderColorStrong;
+ ImU32 BorderColorLight;
+ float BorderX1;
+ float BorderX2;
+ float HostIndentX;
+ float MinColumnWidth;
+ float OuterPaddingX;
+ float CellPaddingX; // Padding from each borders
+ float CellPaddingY;
+ float CellSpacingX1; // Spacing between non-bordered cells
+ float CellSpacingX2;
+ float LastOuterHeight; // Outer height from last frame
+ float LastFirstRowHeight; // Height of first row from last frame
+ float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
+ float ColumnsGivenWidth; // Sum of current column width
+ float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
+ float ResizedColumnNextWidth;
+ float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
+ float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
+ ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
+ ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
+ ImRect WorkRect;
+ ImRect InnerClipRect;
+ ImRect BgClipRect; // We use this to cpu-clip cell background color fill
+ ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
+ ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
+ ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
+ ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
+ ImGuiWindow* OuterWindow; // Parent window for the table
+ ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
+ ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names
+ ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
+ ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
+ ImGuiTableColumnIdx SortSpecsCount;
+ ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount)
+ ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount)
+ ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn()
+ ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
+ ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
+ ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit.
+ ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.
+ ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame.
+ ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
+ ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
+ ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
+ ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.
+ ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
+ ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
+ ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column.
+ ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
+ ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count
+ ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
+ ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count
+ ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
+ ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row
+ ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here.
+ ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
+ ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen;
+ bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
+ bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
+ bool IsInitializing;
+ bool IsSortSpecsDirty;
+ bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag.
+ bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
+ bool IsSettingsRequestLoad;
+ bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
+ bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
+ bool IsResetAllRequest;
+ bool IsResetDisplayOrderRequest;
+ bool IsUnfrozenRows; // Set when we got past the frozen row.
+ bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable()
+ bool MemoryCompacted;
+ bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
+
+ IMGUI_API ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }
+ IMGUI_API ~ImGuiTable() { IM_FREE(RawData); }
+};
+
+// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
+// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
+// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
+// FIXME-TABLE: more transient data could be stored here: DrawSplitter, incoming RowData?
+struct ImGuiTableTempData
+{
+ int TableIndex; // Index in g.Tables.Buf[] pool
+ float LastTimeActive; // Last timestamp this structure was used
+
+ ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
+ ImDrawListSplitter DrawSplitter;
+ ImGuiTableColumnSortSpecs SortSpecsSingle;
+ ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good.
+
+ ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()
+ ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
+ ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()
+ ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()
+ ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
+ ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()
+ float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()
+ int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()
+
+ IMGUI_API ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
+};
+
+// sizeof() ~ 12
+struct ImGuiTableColumnSettings
+{
+ float WidthOrWeight;
+ ImGuiID UserID;
+ ImGuiTableColumnIdx Index;
+ ImGuiTableColumnIdx DisplayOrder;
+ ImGuiTableColumnIdx SortOrder;
+ ImU8 SortDirection : 2;
+ ImU8 IsEnabled : 1; // "Visible" in ini file
+ ImU8 IsStretch : 1;
+
+ ImGuiTableColumnSettings()
+ {
+ WidthOrWeight = 0.0f;
+ UserID = 0;
+ Index = -1;
+ DisplayOrder = SortOrder = -1;
+ SortDirection = ImGuiSortDirection_None;
+ IsEnabled = 1;
+ IsStretch = 0;
+ }
+};
+
+// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)
+struct ImGuiTableSettings
+{
+ ImGuiID ID; // Set to 0 to invalidate/delete the setting
+ ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)
+ float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
+ ImGuiTableColumnIdx ColumnsCount;
+ ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher
+ bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
+
+ ImGuiTableSettings() { memset(this, 0, sizeof(*this)); }
+ ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGui internal API
+// No guarantee of forward compatibility here!
//-----------------------------------------------------------------------------
namespace ImGui
@@ -1628,13 +2281,15 @@ namespace ImGui
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
- IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
+ IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
+ IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
+ IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
// Windows: Display Order and Focus Order
IMGUI_API void FocusWindow(ImGuiWindow* window);
@@ -1642,11 +2297,13 @@ namespace ImGui
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) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
+ inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
+ IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
+ IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Init
IMGUI_API void Initialize(ImGuiContext* context);
@@ -1658,26 +2315,34 @@ namespace ImGui
IMGUI_API void UpdateMouseMovingWindowNewFrame();
IMGUI_API void UpdateMouseMovingWindowEndFrame();
+ // Generic context hooks
+ IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);
+ IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);
+ IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
+
// 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 SetScrollX(ImGuiWindow* window, float new_scroll_x);
- IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
- IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
- IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
+ IMGUI_API 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; }
+ inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; }
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void ClearActiveID();
@@ -1685,42 +2350,55 @@ namespace ImGui
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
- IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes)
+ IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
+ IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);
// Basic Helpers for widget code
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
- IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
+ IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
+ IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
- IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested
- IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
+ IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
- IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
+ IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
IMGUI_API ImVec2 GetContentRegionMaxAbs();
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
+ // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)'
+ // (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
+ // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
+ inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd()
+ inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
+#endif
+
// Logging/Capture
- IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
- IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
+ IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
+ IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
+ IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
+ IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix);
// Popups, Modals, Tooltips
IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
- IMGUI_API void OpenPopupEx(ImGuiID id);
+ IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
- IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
+ IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
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);
+ IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
- // Navigation
+ // Gamepad/Keyboard Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API bool NavMoveRequestButNoResultYet();
IMGUI_API void NavMoveRequestCancel();
@@ -1730,16 +2408,19 @@ namespace ImGui
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
- IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id);
- IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
+ IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
- // Focus scope (WIP)
- IMGUI_API void PushFocusScope(ImGuiID id); // Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there.
+ // 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; }
+ inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active
+ inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope()
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
+ IMGUI_API void SetItemUsingMouseWheel();
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; }
@@ -1747,56 +2428,111 @@ namespace ImGui
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();
// Drag and Drop
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
- // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables api)
- IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
- IMGUI_API void EndColumns(); // close columns
+ // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
+ IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
+ IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
+ IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index);
IMGUI_API void PushColumnsBackground();
IMGUI_API void PopColumnsBackground();
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
- IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
- IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm);
- IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
+ IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
+ IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);
+ IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);
+
+ // Tables: Candidates for public API
+ IMGUI_API void TableOpenContextMenu(int column_n = -1);
+ IMGUI_API void TableSetColumnWidth(int column_n, float width);
+ IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
+ IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
+ IMGUI_API float TableGetHeaderRowHeight();
+ IMGUI_API void TablePushBackgroundChannel();
+ IMGUI_API void TablePopBackgroundChannel();
+
+ // Tables: Internals
+ inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
+ IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
+ IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
+ IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
+ IMGUI_API void TableBeginApplyRequests(ImGuiTable* table);
+ IMGUI_API void TableSetupDrawChannels(ImGuiTable* table);
+ IMGUI_API void TableUpdateLayout(ImGuiTable* table);
+ IMGUI_API void TableUpdateBorders(ImGuiTable* table);
+ IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
+ IMGUI_API void TableDrawBorders(ImGuiTable* table);
+ IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
+ IMGUI_API void TableMergeDrawChannels(ImGuiTable* table);
+ IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
+ IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
+ IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);
+ IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column);
+ IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column);
+ IMGUI_API void TableBeginRow(ImGuiTable* table);
+ IMGUI_API void TableEndRow(ImGuiTable* table);
+ IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n);
+ IMGUI_API void TableEndCell(ImGuiTable* table);
+ IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n);
+ IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n);
+ IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0);
+ IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n);
+ IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);
+ IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table);
+ IMGUI_API void TableRemove(ImGuiTable* table);
+ IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table);
+ IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table);
+ IMGUI_API void TableGcCompactSettings();
+
+ // Tables: Settings
+ IMGUI_API void TableLoadSettings(ImGuiTable* table);
+ IMGUI_API void TableSaveSettings(ImGuiTable* table);
+ IMGUI_API void TableResetSettings(ImGuiTable* table);
+ IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table);
+ IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context);
+ IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count);
+ IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id);
// Tab Bars
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
- IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
+ IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset);
+ IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos);
+ IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button);
IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
- IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id);
+ IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
// Render helpers
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
// 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 RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
+ IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
- IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
// Render helpers (those functions don't access any ImGui state!)
IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
+ IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
IMGUI_API void 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 RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
+ IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding);
#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]
@@ -1806,20 +2542,25 @@ namespace ImGui
// Widgets
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
- IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
+ IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 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 ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawFlags flags);
+ IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
+ IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
- IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders
+ IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
+ IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
+ IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
+ IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);
// Widgets low-level behaviors
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
- IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags 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, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
+ IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
+ IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging
@@ -1828,21 +2569,27 @@ namespace ImGui
// 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<float, float>(const char* format, ImGuiDataType data_type, float v); "
- template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags);
- template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
- template<typename T, typename FLOAT_T> IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos);
+ template<typename T, typename SIGNED_T, typename FLOAT_T> 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<typename T, typename SIGNED_T, typename FLOAT_T> 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<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);
+ template<typename T, typename SIGNED_T, typename FLOAT_T> 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<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
+ template<typename T> IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value);
// Data type helpers
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
- IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
+ 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, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
- IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format);
- inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); }
+ IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
+ IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
+ inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
+ inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (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);
@@ -1850,60 +2597,84 @@ 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 frame_size);
+ IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size);
// Shade functions (write over already created vertices)
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
// Garbage collection
+ IMGUI_API void GcCompactTransientMiscBuffers();
IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
// Debug Tools
+ IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
+ IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
+ IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
+ IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
+ IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
+ IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
+ IMGUI_API void DebugNodeTable(ImGuiTable* table);
+ IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
+ IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
+ IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
+ IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
+ IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
+ IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
+
} // namespace ImGui
-// ImFontAtlas internals
-IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
-IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
-IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
-IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
-IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
-IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
-IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
-// Debug Tools
-// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
-#ifndef IM_DEBUG_BREAK
-#if defined(__clang__)
-#define IM_DEBUG_BREAK() __builtin_debugtrap()
-#elif defined (_MSC_VER)
-#define IM_DEBUG_BREAK() __debugbreak()
-#else
-#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
-#endif
-#endif // #ifndef IM_DEBUG_BREAK
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontAtlas internal API
+//-----------------------------------------------------------------------------
+
+// This structure is likely to evolve as we add support for incremental atlas updates
+struct ImFontBuilderIO
+{
+ bool (*FontBuilder_Build)(ImFontAtlas* atlas);
+};
+
+// Helper for font builder
+IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
+IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
+IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
+IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
+IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
+IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);
+IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value);
+IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
+IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
+
+//-----------------------------------------------------------------------------
+// [SECTION] Test Engine specific hooks (imgui_test_engine)
+//-----------------------------------------------------------------------------
-// Test Engine Hooks (imgui_tests)
-//#define IMGUI_ENABLE_TEST_ENGINE
#ifdef IMGUI_ENABLE_TEST_ENGINE
-extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
-extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
-extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
-extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
-extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
-#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
-#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
-#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
+extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
+extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
+extern void ImGuiTestEngineHook_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_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_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
+//-----------------------------------------------------------------------------
+
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
diff --git a/src/imgui/imgui_widgets.cpp b/src/imgui/imgui_widgets.cpp
index 6d2c95d99..46d2174fe 100644
--- a/src/imgui/imgui_widgets.cpp
+++ b/src/imgui/imgui_widgets.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.75
+// dear imgui, v1.83
// (widgets code)
/*
@@ -40,6 +40,7 @@ Index of this file:
#endif
#include "imgui_internal.h"
+// System includes
#include <ctype.h> // toupper
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
@@ -47,6 +48,10 @@ Index of this file:
#include <stdint.h> // intptr_t
#endif
+//-------------------------------------------------------------------------
+// Warnings
+//-------------------------------------------------------------------------
+
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
@@ -54,30 +59,39 @@ Index of this file:
#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
#endif
+#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
-#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
-#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
-#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
-#if __has_warning("-Wzero-as-null-pointer-constant")
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
-#endif
-#if __has_warning("-Wdouble-promotion")
-#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
+#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
-#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-------------------------------------------------------------------------
// Data
//-------------------------------------------------------------------------
+// Widgets
+static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.
+static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.
+
// Those MIN/MAX values are not define because we need to point to them
static const signed char IM_S8_MIN = -128;
static const signed char IM_S8_MAX = 127;
@@ -110,7 +124,7 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
//-------------------------------------------------------------------------
// For InputTextEx()
-static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data);
+static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source);
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
@@ -157,7 +171,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
// - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.
const char* line = text;
const float line_height = GetTextLineHeight();
- ImVec2 text_size(0,0);
+ ImVec2 text_size(0, 0);
// Lines to skip (can't skip when logging text)
ImVec2 pos = text_pos;
@@ -271,7 +285,10 @@ 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();
}
@@ -285,8 +302,12 @@ 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();
}
@@ -300,11 +321,14 @@ void ImGui::TextWrapped(const char* fmt, ...)
void ImGui::TextWrappedV(const char* fmt, va_list args)
{
- ImGuiWindow* window = GetCurrentWindow();
- bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
+ ImGuiContext& g = *GImGui;
+ bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
if (need_backup)
PushTextWrapPos(0.0f);
- TextV(fmt, args);
+ if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
+ TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting
+ else
+ TextV(fmt, args);
if (need_backup)
PopTextWrapPos();
}
@@ -328,17 +352,20 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
const ImGuiStyle& style = g.Style;
const float w = CalcItemWidth();
+ const char* value_text_begin = &g.TempBuffer[0];
+ const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
+ const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
- const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
+
+ const ImVec2 pos = window->DC.CursorPos;
+ const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));
+ const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0))
return;
// Render
- const char* value_text_begin = &g.TempBuffer[0];
- const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
- RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
+ RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
}
@@ -374,7 +401,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
// Render
ImU32 text_col = GetColorU32(ImGuiCol_Text);
- RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, g.FontSize*0.5f), text_col);
+ 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);
}
@@ -388,11 +415,14 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
// - ArrowButton()
// - CloseButton() [Internal]
// - CollapseButton() [Internal]
-// - ScrollbarEx() [Internal]
+// - GetWindowScrollbarID() [Internal]
+// - GetWindowScrollbarRect() [Internal]
// - Scrollbar() [Internal]
+// - ScrollbarEx() [Internal]
// - Image()
// - ImageButton()
// - Checkbox()
+// - CheckboxFlagsT() [Internal]
// - CheckboxFlags()
// - RadioButton()
// - ProgressBar()
@@ -475,13 +505,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
flags |= ImGuiButtonFlags_PressedOnDefault_;
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
- const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
+ const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;
if (flatten_hovered_children)
g.HoveredWindow = window;
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (id != 0 && window->DC.LastItemId != id)
- ImGuiTestEngineHook_ItemAdd(&g, bb, id);
+ IMGUI_TEST_ENGINE_ITEM_ADD(bb, id);
#endif
bool pressed = false;
@@ -497,9 +527,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{
hovered = true;
SetHoveredID(id);
- if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, 0.70f, 0.00f))
+ if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAGDROP_HOLD_TO_OPEN_TIMER, 0.00f))
{
pressed = true;
+ g.DragDropHoldJustPressedId = id;
FocusWindow(window);
}
}
@@ -550,7 +581,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)
{
// Repeat mode trumps on release behavior
- if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay))
+ 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();
}
@@ -569,7 +601,7 @@ 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))
- if (!(flags & ImGuiButtonFlags_NoHoveredOnNav))
+ if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
hovered = true;
if (g.NavActivateDownId == id)
{
@@ -587,6 +619,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
}
}
+ // Process while held
bool held = false;
if (g.ActiveId == id)
{
@@ -607,6 +640,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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 <on release>
if (!is_double_click_release && !is_repeating_already)
@@ -619,6 +653,7 @@ 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();
}
@@ -653,7 +688,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
if (!ItemAdd(bb, id))
return false;
- if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
+ if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
@@ -662,6 +697,9 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("[", "]");
RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
// Automatically close popups
@@ -674,7 +712,7 @@ 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.
@@ -690,7 +728,7 @@ 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)
@@ -707,7 +745,7 @@ 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;
}
@@ -726,7 +764,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu
if (!ItemAdd(bb, id))
return false;
- if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
+ if (g.CurrentItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
@@ -749,22 +787,30 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
}
// Button to close a window
-bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size)
+bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
- // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
+ // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
+ // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
- bool is_clipped = !ItemAdd(bb, id);
+ ImRect bb_interact = bb;
+ const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
+ if (area_to_visible_ratio < 1.5f)
+ bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));
+
+ // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
+ // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
+ bool is_clipped = !ItemAdd(bb_interact, id);
bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+ bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);
if (is_clipped)
return pressed;
// Render
+ // FIXME: Clarify this mess
ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
ImVec2 center = bb.GetCenter();
if (hovered)
@@ -773,8 +819,8 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size)
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;
}
@@ -809,13 +855,56 @@ 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);
+ ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;
+ if (axis == ImGuiAxis_X)
+ {
+ rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;
+ if (!window->ScrollbarY)
+ rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
+ }
+ else
+ {
+ if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))
+ rounding_corners |= ImDrawFlags_RoundCornersTopRight;
+ if (!window->ScrollbarX)
+ rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
+ }
+ float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
+ float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
+ 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.
// Still, the code should probably be made simpler..
-bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners)
+bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -827,7 +916,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
return false;
- // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
+ // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)
float alpha = 1.0f;
if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
@@ -836,13 +925,12 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
const ImGuiStyle& style = g.Style;
const bool allow_interaction = (alpha >= 1.0f);
- const bool horizontal = (axis == ImGuiAxis_X);
ImRect bb = bb_frame;
bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
- const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
+ const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
@@ -858,11 +946,11 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
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;
+ 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 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);
@@ -879,7 +967,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
}
- // Apply scroll
+ // Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
*p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
@@ -894,10 +982,11 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
}
// Render
- window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners);
+ const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
+ window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);
ImRect grab_rect;
- if (horizontal)
+ if (axis == ImGuiAxis_X)
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
else
grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);
@@ -906,38 +995,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
return held;
}
-void ImGui::Scrollbar(ImGuiAxis axis)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- const ImGuiID id = GetWindowScrollbarID(window, axis);
- KeepAliveID(id);
-
- // Calculate scrollbar bounding box
- const ImRect outer_rect = window->Rect();
- const ImRect inner_rect = window->InnerRect;
- const float border_size = window->WindowBorderSize;
- const float scrollbar_size = window->ScrollbarSizes[axis ^ 1];
- IM_ASSERT(scrollbar_size > 0.0f);
- const float other_scrollbar_size = window->ScrollbarSizes[axis];
- ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0;
- ImRect bb;
- if (axis == ImGuiAxis_X)
- {
- bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size));
- bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y);
- rounding_corners |= ImDrawCornerFlags_BotLeft;
- }
- else
- {
- bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y);
- bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y);
- rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0;
- }
- ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners);
-}
-
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
{
ImGuiWindow* window = GetCurrentWindow();
@@ -962,28 +1019,16 @@ 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;
@@ -994,14 +1039,33 @@ 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();
@@ -1018,7 +1082,10 @@ bool ImGui::Checkbox(const char* label, bool* v)
const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id))
+ {
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
return false;
+ }
bool hovered, held;
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
@@ -1032,42 +1099,79 @@ bool ImGui::Checkbox(const char* label, bool* v)
RenderNavHighlight(total_bb, id);
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
- if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue)
+ bool mixed_value = (g.CurrentItemFlags & ImGuiItemFlags_MixedValue) != 0;
+ if (mixed_value)
{
// Undocumented tristate/mixed/indeterminate checkbox (#2644)
+ // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)
ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)));
window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
}
else if (*v)
{
const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));
- RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f);
+ RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);
}
+ ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
if (g.LogEnabled)
- LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]");
+ LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]");
if (label_size.x > 0.0f)
- RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
+ RenderText(label_pos, label);
- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
-bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
+template<typename T>
+bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)
{
- bool v = ((*flags & flags_value) == flags_value);
- bool pressed = Checkbox(label, &v);
+ bool all_on = (*flags & flags_value) == flags_value;
+ bool any_on = (*flags & flags_value) != 0;
+ bool pressed;
+ if (!all_on && any_on)
+ {
+ ImGuiContext& g = *GImGui;
+ ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
+ g.CurrentItemFlags |= ImGuiItemFlags_MixedValue;
+ pressed = Checkbox(label, &all_on);
+ g.CurrentItemFlags = backup_item_flags;
+ }
+ else
+ {
+ pressed = Checkbox(label, &all_on);
+
+ }
if (pressed)
{
- if (v)
+ if (all_on)
*flags |= flags_value;
else
*flags &= ~flags_value;
}
-
return pressed;
}
+bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)
+{
+ return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
+{
+ return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value)
+{
+ return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value)
+{
+ return CheckboxFlagsT(label, flags, flags_value);
+}
+
bool ImGui::RadioButton(const char* label, bool active)
{
ImGuiWindow* window = GetCurrentWindow();
@@ -1107,15 +1211,17 @@ bool ImGui::RadioButton(const char* label, bool active)
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);
}
+ ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
if (g.LogEnabled)
- LogRenderedText(&total_bb.Min, active ? "(x)" : "( )");
+ LogRenderedText(&label_pos, active ? "(x)" : "( )");
if (label_size.x > 0.0f)
- RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
+ RenderText(label_pos, label);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
return pressed;
}
@@ -1139,7 +1245,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
const ImGuiStyle& style = g.Style;
ImVec2 pos = window->DC.CursorPos;
- ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f);
+ 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))
@@ -1156,13 +1262,13 @@ 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()
@@ -1173,18 +1279,18 @@ void ImGui::Bullet()
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
- const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
+ const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + 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
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);
+ 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);
}
@@ -1206,7 +1312,7 @@ void ImGui::Spacing()
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
- ItemSize(ImVec2(0,0));
+ ItemSize(ImVec2(0, 0));
}
void ImGui::Dummy(const ImVec2& size)
@@ -1230,7 +1336,7 @@ void ImGui::NewLine()
const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
- ItemSize(ImVec2(0,0));
+ ItemSize(ImVec2(0, 0));
else
ItemSize(ImVec2(0.0f, g.FontSize));
window->DC.LayoutType = backup_layout_type;
@@ -1279,10 +1385,12 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
// Horizontal Separator
float x1 = window->Pos.x;
float x2 = window->Pos.x + window->Size.x;
- if (!window->DC.GroupStack.empty())
+
+ // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator
+ if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)
x1 += window->DC.Indent.x;
- ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
+ ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
if (columns)
PushColumnsBackground();
@@ -1295,7 +1403,8 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
// Draw
window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
if (g.LogEnabled)
- LogRenderedText(&bb.Min, "--------------------------------");
+ LogRenderedText(&bb.Min, "--------------------------------\n");
+
}
if (columns)
{
@@ -1324,10 +1433,10 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
- window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
+ const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
+ g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
bool item_add = ItemAdd(bb, id);
- window->DC.ItemFlags = item_flags_backup;
+ g.CurrentItemFlags = item_flags_backup;
if (!item_add)
return false;
@@ -1386,11 +1495,13 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
}
// Shrink excess width from a set of item, by removing width from the larger items first.
+// Set items Width to -1.0f to disable shrinking this item.
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
{
if (count == 1)
{
- items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);
+ if (items[0].Width >= 0.0f)
+ items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);
return;
}
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
@@ -1399,7 +1510,9 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc
{
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[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
+ float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
+ if (max_width_to_remove_per_item <= 0.0f)
+ break;
float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);
for (int item_n = 0; item_n < count_same_width; item_n++)
items[item_n].Width -= width_to_remove_per_item;
@@ -1457,7 +1570,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float expected_w = CalcItemWidth();
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w;
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
+ const ImRect 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))
@@ -1465,24 +1578,31 @@ 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);
+
+ const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
+ bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
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(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left);
+ window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);
if (!(flags & ImGuiComboFlags_NoArrowButton))
{
ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text);
- window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
+ window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);
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, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
+ {
+ ImVec2 preview_pos = frame_bb.Min + style.FramePadding;
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("{", "}");
+ RenderTextClipped(preview_pos, 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);
@@ -1490,7 +1610,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
{
if (window->DC.NavLayerCurrent == 0)
window->NavLastIds[0] = id;
- OpenPopupEx(id);
+ OpenPopupEx(popup_id, ImGuiPopupFlags_None);
popup_open = true;
}
@@ -1517,13 +1637,17 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
char name[16];
ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
- // Peak into expected window size so we can position it
+ // Position the window given a custom constraint (peak into expected window size so we can position it)
+ // This might be easier to express with an hypothetical SetNextWindowPosConstraints() function.
if (ImGuiWindow* popup_window = FindWindowByName(name))
if (popup_window->WasActive)
{
- ImVec2 size_expected = CalcWindowExpectedSize(popup_window);
+ // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
+ ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);
if (flags & ImGuiComboFlags_PopupAlignLeft)
- popup_window->AutoPosLastDirection = ImGuiDir_Left;
+ popup_window->AutoPosLastDirection = ImGuiDir_Left; // "Below, Toward Left"
+ else
+ popup_window->AutoPosLastDirection = ImGuiDir_Down; // "Below, Toward Right (default)"
ImRect r_outer = GetWindowAllowedExtentRect(popup_window);
ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
SetNextWindowPos(pos);
@@ -1592,7 +1716,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
// The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))
- SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
+ SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
return false;
@@ -1618,6 +1742,9 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
}
EndCombo();
+ if (value_changed)
+ MarkItemEdited(g.CurrentWindow->DC.LastItemId);
+
return value_changed;
}
@@ -1650,27 +1777,28 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa
// - DataTypeFormatString()
// - DataTypeApplyOp()
// - DataTypeApplyOpFromText()
+// - DataTypeClamp()
// - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>()
//-------------------------------------------------------------------------
static const ImGuiDataTypeInfo GDataTypeInfo[] =
{
- { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8
- { sizeof(unsigned char), "%u", "%u" },
- { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16
- { sizeof(unsigned short), "%u", "%u" },
- { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32
- { sizeof(unsigned int), "%u", "%u" },
+ { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8
+ { sizeof(unsigned char), "U8", "%u", "%u" },
+ { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16
+ { sizeof(unsigned short), "U16", "%u", "%u" },
+ { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32
+ { sizeof(unsigned int), "U32", "%u", "%u" },
#ifdef _MSC_VER
- { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64
- { sizeof(ImU64), "%I64u","%I64u" },
+ { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64
+ { sizeof(ImU64), "U64", "%I64u","%I64u" },
#else
- { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64
- { sizeof(ImU64), "%llu", "%llu" },
+ { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64
+ { sizeof(ImU64), "U64", "%llu", "%llu" },
#endif
- { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg)
- { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double
+ { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg)
+ { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double
};
IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
@@ -1727,7 +1855,7 @@ int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type
return 0;
}
-void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2)
+void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)
{
IM_ASSERT(op == '+' || op == '-');
switch (data_type)
@@ -1801,11 +1929,9 @@ bool ImGui::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];
- const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type);
- IM_ASSERT(type_info->Size <= sizeof(data_backup));
- memcpy(data_backup, p_data, type_info->Size);
+ const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
+ ImGuiDataTypeTempStorage data_backup;
+ memcpy(&data_backup, p_data, type_info->Size);
if (format == NULL)
format = type_info->ScanFmt;
@@ -1858,13 +1984,15 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
{
// 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);
+ if (sscanf(buf, format, p_data) < 1)
+ return false;
}
else
{
// Small types need a 32-bit buffer to receive the result from scanf()
int v32;
- sscanf(buf, format, &v32);
+ if (sscanf(buf, format, &v32) < 1)
+ return false;
if (data_type == ImGuiDataType_S8)
*(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);
else if (data_type == ImGuiDataType_U8)
@@ -1877,7 +2005,64 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
IM_ASSERT(0);
}
- return memcmp(data_backup, p_data, type_info->Size) != 0;
+ return memcmp(&data_backup, p_data, type_info->Size) != 0;
+}
+
+template<typename T>
+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<ImS8 >((const ImS8* )arg_1, (const ImS8* )arg_2);
+ case ImGuiDataType_U8: return DataTypeCompareT<ImU8 >((const ImU8* )arg_1, (const ImU8* )arg_2);
+ case ImGuiDataType_S16: return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);
+ case ImGuiDataType_U16: return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);
+ case ImGuiDataType_S32: return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);
+ case ImGuiDataType_U32: return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);
+ case ImGuiDataType_S64: return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);
+ case ImGuiDataType_U64: return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);
+ case ImGuiDataType_Float: return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);
+ case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);
+ case ImGuiDataType_COUNT: break;
+ }
+ IM_ASSERT(0);
+ return 0;
+}
+
+template<typename T>
+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 >((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max);
+ case ImGuiDataType_U8: return DataTypeClampT<ImU8 >((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max);
+ case ImGuiDataType_S16: return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);
+ case ImGuiDataType_U16: return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);
+ case ImGuiDataType_S32: return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);
+ case ImGuiDataType_U32: return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);
+ case ImGuiDataType_S64: return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);
+ case ImGuiDataType_U64: return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);
+ case ImGuiDataType_Float: return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);
+ case ImGuiDataType_Double: return DataTypeClampT<double>((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)
@@ -1901,12 +2086,36 @@ static const char* ImAtoi(const char* src, TYPE* output)
return src;
}
+// Sanitize format
+// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi
+// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.
+static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size)
+{
+ IM_UNUSED(fmt_out_size);
+ const char* fmt_end = ImParseFormatFindEnd(fmt);
+ IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
+ while (fmt < fmt_end)
+ {
+ char c = *(fmt++);
+ if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
+ *(fmt_out++) = c;
+ }
+ *fmt_out = 0; // Zero-terminate
+}
+
template<typename TYPE, typename SIGNEDTYPE>
TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)
{
const char* fmt_start = ImParseFormatFindStart(format);
if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
return v;
+
+ // Sanitize format
+ char fmt_sanitized[32];
+ SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));
+ fmt_start = fmt_sanitized;
+
+ // Format value with our rounding, and read back
char v_str[64];
ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);
const char* p = v_str;
@@ -1940,16 +2149,13 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type,
// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
-bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags)
+bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)
{
ImGuiContext& g = *GImGui;
- const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
- const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+ const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_clamped = (v_min < v_max);
- const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX));
- const bool is_locked = (v_min > v_max);
- if (is_locked)
- return false;
+ const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
+ const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
// Default tweak speed
if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))
@@ -1957,7 +2163,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
// Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings
float adjust_delta = 0.0f;
- if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f)
+ if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
{
adjust_delta = g.IO.MouseDelta[axis];
if (g.IO.KeyAlt)
@@ -1967,7 +2173,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
- int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
+ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
@@ -1977,12 +2183,15 @@ 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 = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
- bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0));
- if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power)
+ if (is_just_activated || is_already_past_limits_and_pushing_outward)
{
g.DragCurrentAccum = 0.0f;
g.DragCurrentAccumDirty = false;
@@ -1999,13 +2208,19 @@ 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 + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min);
- v_old_ref_for_accum_remainder = v_old_norm_curved;
+ // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
+ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
+ logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
+
+ // Convert to parametric space, apply delta, convert back
+ float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(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<TYPE, SIGNEDTYPE, FLOATTYPE>(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
{
@@ -2013,14 +2228,16 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
}
// Round to user desired precision based on format string
- v_cur = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_cur);
+ if (!(flags & ImGuiSliderFlags_NoRoundToFormat))
+ v_cur = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(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<TYPE, SIGNEDTYPE, FLOATTYPE>(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
{
@@ -2034,9 +2251,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
// Clamp values (+ handle overflow/wrap-around for integer types)
if (*v != v_cur && is_clamped)
{
- if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal))
+ if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))
v_cur = v_min;
- if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal))
+ if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))
v_cur = v_max;
}
@@ -2047,8 +2264,11 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
return true;
}
-bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, 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)
{
@@ -2059,19 +2279,21 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v
}
if (g.ActiveId != id)
return false;
+ if ((g.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
+ return false;
switch (data_type)
{
- case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }
- case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }
- case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }
- case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
- case ImGuiDataType_S32: return DragBehaviorT<ImS32, ImS32, float >(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, power, flags);
- case ImGuiDataType_U32: return DragBehaviorT<ImU32, ImS32, float >(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, power, flags);
- case ImGuiDataType_S64: return DragBehaviorT<ImS64, ImS64, double>(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, power, flags);
- case ImGuiDataType_U64: return DragBehaviorT<ImU64, ImS64, double>(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, power, flags);
- case ImGuiDataType_Float: return DragBehaviorT<float, float, float >(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, power, flags);
- case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, power, flags);
+ case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(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<ImU32, ImS32, float>(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<ImS32, ImS32, float>(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<ImU32, ImS32, float>(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<ImS32, ImS32, float >(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<ImU32, ImS32, float >(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<ImS64, ImS64, double>(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<ImU64, ImS64, double>(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<float, float, float >(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<double,double,double>(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);
@@ -2079,26 +2301,25 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v
}
// 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. SliderFloat(), SliderInt() 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, float power)
+// 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(p_min != NULL && p_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 frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+ const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
ItemSize(total_bb, style.FramePadding.y);
- if (!ItemAdd(total_bb, id, &frame_bb))
+ if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0))
return false;
// Default format string when passing NULL
@@ -2107,13 +2328,12 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
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
+ // Tabbing or CTRL-clicking on Drag turns it into an InputText
const bool hovered = ItemHoverable(frame_bb, id);
- bool temp_input_is_active = TempInputTextIsActive(id);
- bool temp_input_start = false;
+ bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
- const bool focus_requested = FocusableItemRegister(window, id);
+ const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0;
const bool clicked = (hovered && g.IO.MouseClicked[0]);
const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);
if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id)
@@ -2122,15 +2342,25 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
- if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)
+ if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id))
+ temp_input_is_active = true;
+ }
+ // Experimental: simple click (without moving) turns Drag into an InputText
+ // FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings.
+ if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
+ if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
{
- temp_input_start = true;
- FocusableItemUnregister(window);
+ g.NavInputId = id;
+ temp_input_is_active = true;
}
- }
}
- if (temp_input_is_active || temp_input_start)
- return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format);
+
+ if (temp_input_is_active)
+ {
+ // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set
+ const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);
+ return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);
+ }
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
@@ -2138,23 +2368,25 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
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, power, ImGuiDragFlags_None);
+ const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);
if (value_changed)
MarkItemEdited(id);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("{", "}");
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
return value_changed;
}
-bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power)
+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)
@@ -2171,7 +2403,7 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
- value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, power);
+ value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags);
PopID();
PopItemWidth();
p_data = (void*)((char*)p_data + type_size);
@@ -2189,27 +2421,28 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data
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)
@@ -2220,10 +2453,17 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu
BeginGroup();
PushMultiItemsWidths(2, CalcItemWidth());
- bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power);
+ float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;
+ float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
+ ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
+ bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
- value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power);
+
+ float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
+ float max_max = (v_min >= v_max) ? FLT_MAX : v_max;
+ ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
+ value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
@@ -2234,27 +2474,28 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu
}
// 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)
@@ -2265,10 +2506,17 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_
BeginGroup();
PushMultiItemsWidths(2, CalcItemWidth());
- bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format);
+ int min_min = (v_min >= v_max) ? INT_MIN : v_min;
+ int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
+ ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
+ bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
- value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format);
+
+ int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
+ int max_max = (v_min >= v_max) ? INT_MAX : v_max;
+ ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
+ value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
@@ -2279,9 +2527,40 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_
return value_changed;
}
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details.
+bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power)
+{
+ ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None;
+ if (power != 1.0f)
+ {
+ IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!");
+ IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds
+ drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths
+ }
+ return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags);
+}
+
+bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power)
+{
+ ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None;
+ if (power != 1.0f)
+ {
+ IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!");
+ IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds
+ drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths
+ }
+ return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags);
+}
+
+#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
//-------------------------------------------------------------------------
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
//-------------------------------------------------------------------------
+// - ScaleRatioFromValueT<> [Internal]
+// - ScaleValueFromRatioT<> [Internal]
// - SliderBehaviorT<>() [Internal]
// - SliderBehavior() [Internal]
// - SliderScalar()
@@ -2300,67 +2579,171 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_
// - VSliderInt()
//-------------------------------------------------------------------------
-template<typename TYPE, typename FLOATTYPE>
-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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
+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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
+TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
+{
+ if (v_min == v_max)
+ return v_min;
+ const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+
+ TYPE result;
+ if (is_logarithmic)
+ {
+ // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value
+ if (t <= 0.0f)
+ result = v_min;
+ else if (t >= 1.0f)
+ result = v_max;
+ else
+ {
+ bool flipped = v_max < v_min; // Check if range is "backwards"
+
+ // Fudge min/max to avoid getting silly results close to zero
+ FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
+ FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
+
+ if (flipped)
+ ImSwap(v_min_fudged, v_max_fudged);
+
+ // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
+ if ((v_max == 0.0f) && (v_min < 0.0f))
+ v_max_fudged = -logarithmic_zero_epsilon;
+
+ float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range
+
+ if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts
+ {
+ float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space
+ float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
+ float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
+ if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)
+ result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)
+ else if (t_with_flip < zero_point_center)
+ result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));
+ else
+ result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));
+ }
+ else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
+ result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));
+ else
+ result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
+ }
+ }
+ else
{
- if (v_clamped < 0.0f)
+ // Linear slider
+ if (is_floating_point)
{
- 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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
-bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb)
+bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)
{
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
- const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
- const bool is_power = (power != 1.0f) && is_decimal;
+ const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
+ const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const float grab_padding = 2.0f;
const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
float grab_sz = style.GrabMinSize;
SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);
- if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows
+ if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows
grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
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;
- // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f
- float linear_zero_pos; // 0.0->1.0f
- if (is_power && v_min * v_max < 0.0f)
+ float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
+ float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true
+ if (is_logarithmic)
{
- // Different sign
- const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power);
- const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power);
- linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0));
- }
- else
- {
- // Same sign
- linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
+ // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
+ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
+ logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
+ zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);
}
// Process interacting with the slider
@@ -2386,87 +2769,80 @@ 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<TYPE,FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
- const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
- if ((decimal_precision > 0) || is_power)
+ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
+ if (decimal_precision > 0)
{
- delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
+ input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
if (IsNavInputDown(ImGuiNavInput_TweakSlow))
- delta /= 10.0f;
+ input_delta /= 10.0f;
}
else
{
if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
- delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
+ input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
else
- delta /= 100.0f;
+ input_delta /= 100.0f;
}
if (IsNavInputDown(ImGuiNavInput_TweakFast))
- delta *= 10.0f;
- 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<TYPE, SIGNEDTYPE, FLOATTYPE>(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 (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<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+ if (!(flags & ImGuiSliderFlags_NoRoundToFormat))
+ v_new = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_new);
+ float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(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<TYPE, SIGNEDTYPE, FLOATTYPE>(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<TYPE,SIGNEDTYPE>(format, data_type, v_new);
+ if (!(flags & ImGuiSliderFlags_NoRoundToFormat))
+ v_new = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_new);
// Apply result
if (*v != v_new)
@@ -2484,7 +2860,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
else
{
// Output grab position so it can be displayed by the caller
- float grab_t = SliderCalcRatioFromValueT<TYPE, FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
+ float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(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);
@@ -2500,32 +2876,39 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
// 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* p_v, const void* p_min, const void* p_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.CurrentItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
+ return false;
+
switch (data_type)
{
- case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, power, 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<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, power, 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<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, power, 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<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
+ case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(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<ImU32, ImS32, float>(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<ImS32, ImS32, float>(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<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
case ImGuiDataType_S32:
- IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN/2 && *(const ImS32*)p_max <= IM_S32_MAX/2);
- return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_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<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_U32:
- IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX/2);
- return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, power, flags, out_grab_bb);
+ IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);
+ return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_S64:
- IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN/2 && *(const ImS64*)p_max <= IM_S64_MAX/2);
- return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_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<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_U64:
- IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX/2);
- return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, power, flags, out_grab_bb);
+ IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);
+ return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_Float:
- IM_ASSERT(*(const float*)p_min >= -FLT_MAX/2.0f && *(const float*)p_max <= FLT_MAX/2.0f);
- return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_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<float, float, float >(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb);
case ImGuiDataType_Double:
- IM_ASSERT(*(const double*)p_min >= -DBL_MAX/2.0f && *(const double*)p_max <= DBL_MAX/2.0f);
- return SliderBehaviorT<double,double,double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_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<double, double, double>(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);
@@ -2534,7 +2917,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type
// 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, float power)
+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)
@@ -2546,11 +2929,12 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
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));
+ const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
ItemSize(total_bb, style.FramePadding.y);
- if (!ItemAdd(total_bb, id, &frame_bb))
+ if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0))
return false;
// Default format string when passing NULL
@@ -2561,11 +2945,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
// Tabbing or CTRL-clicking on Slider turns it into an input box
const bool hovered = ItemHoverable(frame_bb, id);
- bool temp_input_is_active = TempInputTextIsActive(id);
- bool temp_input_start = false;
+ bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
- const bool focus_requested = FocusableItemRegister(window, id);
+ const bool focus_requested = temp_input_allowed && (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Focused) != 0;
const bool clicked = (hovered && g.IO.MouseClicked[0]);
if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)
{
@@ -2573,15 +2956,17 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
- if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)
- {
- temp_input_start = true;
- FocusableItemUnregister(window);
- }
+ if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id))
+ temp_input_is_active = true;
}
}
- if (temp_input_is_active || temp_input_start)
- return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format);
+
+ if (temp_input_is_active)
+ {
+ // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set
+ const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0;
+ return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);
+ }
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
@@ -2590,7 +2975,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
// Slider behavior
ImRect grab_bb;
- const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_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);
@@ -2601,17 +2986,19 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
- RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("{", "}");
+ RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
return value_changed;
}
// Add multiple sliders on 1 line for compact edition of multiple components
-bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power)
+bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@@ -2628,7 +3015,7 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
- value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power);
+ value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags);
PopID();
PopItemWidth();
v = (void*)((char*)v + type_size);
@@ -2646,57 +3033,57 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i
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* p_data, const void* p_min, const void* p_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)
@@ -2736,7 +3123,7 @@ 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, p_data, p_min, p_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);
@@ -2748,23 +3135,50 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
// For the vertical slider we allow centered text to overlap the frame padding
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
- RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f));
+ 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.
//-------------------------------------------------------------------------
@@ -2860,35 +3274,60 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)
// FIXME: Facilitate using this in variety of other situations.
-bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format)
+bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)
{
- ImGuiContext& g = *GImGui;
-
// On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.
// We clear ActiveID on the first frame to allow the InputText() taking it back.
- const bool init = (g.TempInputTextId != id);
+ ImGuiContext& g = *GImGui;
+ const bool init = (g.TempInputId != id);
if (init)
ClearActiveID();
+ g.CurrentWindow->DC.CursorPos = bb.Min;
+ bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);
+ if (init)
+ {
+ // First frame we started displaying the InputText widget, we expect it to take the active id.
+ IM_ASSERT(g.ActiveId == id);
+ g.TempInputId = g.ActiveId;
+ }
+ return value_changed;
+}
+
+// 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, p_data, format);
ImStrTrimBlanks(data_buf);
- g.CurrentWindow->DC.CursorPos = bb.Min;
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;
flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
- bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags);
- if (init)
- {
- // First frame we started displaying the InputText widget, we expect it to take the active id.
- IM_ASSERT(g.ActiveId == id);
- g.TempInputTextId = g.ActiveId;
- }
- if (value_changed)
+ bool value_changed = false;
+ if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))
{
- value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL);
+ // 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 (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
+ ImSwap(p_clamp_min, p_clamp_max);
+ DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);
+ }
+
+ // Only mark as edited if new value is different
+ value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;
if (value_changed)
MarkItemEdited(id);
}
@@ -2916,7 +3355,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
flags |= ImGuiInputTextFlags_CharsDecimal;
flags |= ImGuiInputTextFlags_AutoSelectAll;
- flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string.
+ flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
if (p_step != NULL)
{
@@ -3007,7 +3446,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_dat
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)
@@ -3025,46 +3464,11 @@ bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGui
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
-// Prefer using "const char* format" directly, which is more flexible and consistent with other API.
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags)
-{
- char format[16] = "%f";
- if (decimal_precision >= 0)
- ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputFloat(label, v, step, step_fast, format, flags);
-}
-
-bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags)
-{
- char format[16] = "%f";
- if (decimal_precision >= 0)
- ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
-}
-
-bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags)
-{
- char format[16] = "%f";
- if (decimal_precision >= 0)
- ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
-}
-
-bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags)
-{
- char format[16] = "%f";
- if (decimal_precision >= 0)
- ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
-}
-#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-
bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)
{
// Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
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)
@@ -3085,7 +3489,7 @@ 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);
}
//-------------------------------------------------------------------------
@@ -3100,7 +3504,7 @@ 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, NULL, 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)
@@ -3135,7 +3539,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t
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;
@@ -3177,12 +3581,12 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t
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; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
+static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; }
+static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; }
+static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; }
static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
-static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
+static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)
{
const ImWchar* text = obj->TextW.Data;
const ImWchar* text_remaining = NULL;
@@ -3195,23 +3599,25 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob
r->num_chars = (int)(text_remaining - (text + line_start_idx));
}
+// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
-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; }
+static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }
+static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* 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 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; }
+static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; }
+static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
#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; }
+static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
#endif
#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
-static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
+static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
{
ImWchar* dst = obj->TextW.Data + pos;
// We maintain our buffer length in both UTF-8 and wchar formats
+ obj->Edited = true;
obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
obj->CurLenW -= n;
@@ -3222,9 +3628,9 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
*dst = '\0';
}
-static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
+static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len)
{
- const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0;
+ const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
const int text_len = obj->CurLenW;
IM_ASSERT(pos <= text_len);
@@ -3246,6 +3652,7 @@ 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';
@@ -3268,14 +3675,16 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im
#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_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
+// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
+static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)
{
stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);
ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);
@@ -3316,7 +3725,7 @@ 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;
@@ -3334,7 +3743,7 @@ 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);
@@ -3358,8 +3767,9 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
}
// Return false to discard a character.
-static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source)
{
+ IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard);
unsigned int c = *p_char;
// Filter non-printable (NB: isprint is unreliable! see #2467)
@@ -3372,36 +3782,51 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
return false;
}
- // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)
- if (c == 127)
- return false;
+ if (input_source != ImGuiInputSource_Clipboard)
+ {
+ // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)
+ if (c == 127)
+ return false;
- // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)
- if (c >= 0xE000 && c <= 0xF8FF)
- return false;
+ // Filter 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.
+ // 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))
@@ -3441,6 +3866,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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)
@@ -3461,7 +3887,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
BeginGroup();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
+ const ImVec2 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);
@@ -3471,7 +3897,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImVec2 inner_size = frame_size;
if (is_multiline)
{
- if (!ItemAdd(total_bb, id, &frame_bb))
+ if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
{
ItemSize(total_bb, style.FramePadding.y);
EndGroup();
@@ -3482,9 +3908,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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);
+ bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove);
+ PopStyleVar(2);
PopStyleColor();
if (!child_visible)
{
@@ -3493,39 +3918,42 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
return false;
}
draw_window = g.CurrentWindow; // Child window
- draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
+ draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
+ draw_window->DC.CursorPos += style.FramePadding;
inner_size.x -= draw_window->ScrollbarSizes.x;
}
else
{
+ // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
ItemSize(total_bb, style.FramePadding.y);
- if (!ItemAdd(total_bb, id, &frame_bb))
- return false;
+ if (!(flags & ImGuiInputTextFlags_MergedItem))
+ if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
+ return false;
}
const bool hovered = ItemHoverable(frame_bb, id);
if (hovered)
g.MouseCursor = ImGuiMouseCursor_TextInput;
- // NB: we are only allowed to access 'edit_state' if we are the active widget.
- ImGuiInputTextState* state = NULL;
- if (g.InputTextState.ID == id)
- state = &g.InputTextState;
+ // We are only allowed to access the state if we are already the active widget.
+ ImGuiInputTextState* state = GetInputTextState(id);
- const bool focus_requested = FocusableItemRegister(window, id);
- const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular);
- const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
+ const bool focus_requested_by_code = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByCode) != 0;
+ const bool focus_requested_by_tabbing = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool user_clicked = hovered && io.MouseClicked[0];
- const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
+ const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
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);
- const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
+ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
+
+ const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);
+ const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || focus_requested_by_code || focus_requested_by_tabbing);
const bool init_state = (init_make_active || user_scroll_active);
- if (init_state && g.ActiveId != id)
+ if ((init_state && g.ActiveId != id) || init_changed_specs)
{
// Access state even if we don't own it yet.
state = &g.InputTextState;
@@ -3547,7 +3975,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// 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);
+ const bool recycle_state = (state->ID == id && !init_changed_specs);
if (recycle_state)
{
// Recycle existing cursor/selection/undo stack but clamp position
@@ -3562,9 +3990,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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)))
+ if (flags & ImGuiInputTextFlags_AlwaysOverwrite)
+ state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863)
+ if (!is_multiline && (focus_requested_by_tabbing || (user_clicked && io.KeyCtrl)))
select_all = true;
}
@@ -3583,7 +4011,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead.
+ 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);
}
@@ -3625,7 +4053,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImFont* password_font = &g.InputTextPasswordFont;
password_font->FontSize = g.Font->FontSize;
password_font->Scale = g.Font->Scale;
- password_font->DisplayOffset = g.Font->DisplayOffset;
password_font->Ascent = g.Font->Ascent;
password_font->Descent = g.Font->Descent;
password_font->ContainerAtlas = g.Font->ContainerAtlas;
@@ -3641,8 +4068,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
IM_ASSERT(state != NULL);
backup_current_text_length = state->CurLenA;
+ state->Edited = false;
state->BufCapacityA = buf_size;
- state->UserFlags = flags;
+ state->Flags = flags;
state->UserCallback = callback;
state->UserCallbackData = callback_user_data;
@@ -3653,7 +4081,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Edit in progress
const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;
- const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
+ const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
const bool is_osx = io.ConfigMacOSXBehaviors;
if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
@@ -3684,14 +4112,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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.
+ // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys.
// Win32 and GLFW naturally do it but not SDL.
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
if ((flags & ImGuiInputTextFlags_AllowTabInput) && 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))
+ if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
}
@@ -3706,7 +4134,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
unsigned int c = (unsigned int)io.InputQueueCharacters[n];
if (c == '\t' && io.KeyShift)
continue;
- if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
+ if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
}
@@ -3720,14 +4148,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
{
IM_ASSERT(state != NULL);
+ 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_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());
@@ -3739,6 +4172,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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); }
@@ -3747,9 +4182,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (!state->HasSelection())
{
if (is_wordmove_key_down)
- state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)
- state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
+ state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
@@ -3763,7 +4198,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
else if (!is_readonly)
{
unsigned int c = '\n'; // Insert new line
- if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
+ if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
}
}
@@ -3808,7 +4243,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
// Filter pasted buffer
const int clipboard_len = (int)strlen(clipboard);
- ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((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; )
{
@@ -3816,7 +4251,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
s += ImTextCharFromUtf8(&c, s, NULL);
if (c == 0)
break;
- if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data))
+ if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard))
continue;
clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
}
@@ -3859,7 +4294,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// 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.
+ // 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)
@@ -3876,7 +4311,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// 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);
@@ -3898,8 +4333,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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)
{
@@ -3928,10 +4369,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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) { 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)
+ const bool buf_dirty = callback_data.BufDirty;
+ if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }
+ if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
+ if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
+ if (buf_dirty)
{
IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
if (callback_data.BufTextLen > backup_current_text_length && is_resizable)
@@ -3981,7 +4423,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// Clear temporary user storage
- state->UserFlags = 0;
+ state->Flags = ImGuiInputTextFlags_None;
state->UserCallback = NULL;
state->UserCallbackData = NULL;
}
@@ -4088,10 +4530,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
{
const float scroll_increment_x = inner_size.x * 0.25f;
+ const float visible_width = inner_size.x - style.FramePadding.x;
if (cursor_offset.x < state->ScrollX)
state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
- else if (cursor_offset.x - inner_size.x >= state->ScrollX)
- state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x);
+ else if (cursor_offset.x - visible_width >= state->ScrollX)
+ state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x);
}
else
{
@@ -4101,11 +4544,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Vertical scroll
if (is_multiline)
{
- float scroll_y = draw_window->Scroll.y;
+ // Test if cursor is vertically visible
if (cursor_offset.y - g.FontSize < scroll_y)
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - inner_size.y >= scroll_y)
- scroll_y = cursor_offset.y - inner_size.y;
+ scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
+ const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
+ scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);
draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
draw_window->Scroll.y = scroll_y;
}
@@ -4140,7 +4585,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
if (rect_size.x <= 0.0f) rect_size.x = 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));
+ 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);
@@ -4162,7 +4607,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{
state->CursorAnim += io.DeltaTime;
bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
- ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll;
+ ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll);
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
@@ -4189,19 +4634,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
}
+ 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
+ Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));
EndChild();
EndGroup();
}
- if (is_password && !is_displaying_hint)
- PopFont();
-
// Log as text
- if (g.LogEnabled && !(is_password && !is_displaying_hint))
+ if (g.LogEnabled && (!is_password || is_displaying_hint))
+ {
+ LogSetNextTextDecoration("{", "}");
LogRenderedText(&draw_pos, buf_display, buf_display_end);
+ }
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
@@ -4209,7 +4657,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))
MarkItemEdited(id);
- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
return enter_pressed;
else
@@ -4238,7 +4686,7 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag
// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
-// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
+// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
@@ -4311,8 +4759,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
{
// RGB/HSV 0..255 Sliders
- const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
- const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
+ const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
+ const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
@@ -4339,7 +4787,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
// 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
@@ -4355,9 +4803,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
// 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));
+ 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))
{
@@ -4365,11 +4813,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
char* p = buf;
while (*p == '#' || ImCharIsBlankA(*p))
p++;
- i[0] = i[1] = i[2] = i[3] = 0;
+ i[0] = i[1] = i[2] = 0;
+ i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)
+ int r;
if (alpha)
- sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
+ r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
else
- sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+ r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+ IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
@@ -4389,7 +4840,7 @@ 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))
@@ -4485,52 +4936,6 @@ 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)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
- {
- ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col));
- ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col));
- window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
-
- int yi = 0;
- for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
- {
- float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
- if (y2 <= y1)
- continue;
- for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
- {
- float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
- if (x2 <= x1)
- continue;
- int rounding_corners_flags_cell = 0;
- if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
- if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
- rounding_corners_flags_cell &= rounding_corners_flags;
- window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
- }
- }
- }
- else
- {
- window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
- }
-}
-
// Helper for ColorPicker4()
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
{
@@ -4596,7 +5001,7 @@ 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);
@@ -4635,10 +5040,10 @@ 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;
@@ -4667,8 +5072,8 @@ 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))
@@ -4679,7 +5084,7 @@ 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;
}
}
@@ -4691,7 +5096,7 @@ 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;
}
}
@@ -4742,7 +5147,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{
if (flags & ImGuiColorEditFlags_InputRGB)
{
- ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
+ ColorConvertHSVtoRGB(H >= 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);
@@ -4765,7 +5170,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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;
@@ -4839,23 +5244,23 @@ 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(col_white, false, wheel_thickness);
+ draw_list->PathStroke(col_white, 0, wheel_thickness);
const int vert_end_idx = draw_list->VtxBuffer.Size;
// Paint colors over existing vertices
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
- ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]);
+ 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, col_midgrey, 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)
@@ -4893,7 +5298,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);
- draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12);
+ draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);
// Render alpha bar
@@ -4901,7 +5306,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{
float alpha = ImSaturate(col[3]);
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
- RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
+ RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
@@ -4920,7 +5325,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
return value_changed;
}
-// A little colored square. Return true when clicked.
+// A little color square. Return true when clicked.
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
@@ -4956,28 +5361,35 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
float grid_step = ImMin(size.x, size.y) / 2.99f;
float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
ImRect bb_inner = bb;
- float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
- bb_inner.Expand(off);
+ float off = 0.0f;
+ if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
+ {
+ off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
+ bb_inner.Expand(off);
+ }
if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
{
float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
- RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight);
- window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
+ RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);
+ window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);
}
else
{
// Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;
if (col_source.w < 1.0f)
- RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
+ RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
else
- window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All);
+ window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);
}
RenderNavHighlight(bb, id);
- if (g.Style.FrameBorderSize > 0.0f)
- 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.
@@ -5077,7 +5489,7 @@ 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"))
{
@@ -5121,16 +5533,16 @@ 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();
@@ -5138,7 +5550,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl
if (allow_opt_alpha_bar)
{
if (allow_opt_picker) Separator();
- CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
+ CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
}
EndPopup();
}
@@ -5305,7 +5717,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
const ImVec2 label_size = CalcTextSize(label, label_end, false);
// We vertically grow up to current line height up the typical widget height.
- const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
+ const 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;
@@ -5319,9 +5731,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);
}
- const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing
+ const float text_offset_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
+ 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);
@@ -5346,34 +5758,41 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
{
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
- IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
+ IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | (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 = 0;
+ ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
button_flags |= ImGuiButtonFlags_AllowItemOverlap;
- if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
- button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
- else
- button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
if (!is_leaf)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
// We allow clicking on the arrow section with keyboard modifiers held, in order to easily
// allow browsing a tree while preserving selection with code implementing multi-selection patterns.
// When clicking on the rest of the tree node we always disallow keyboard modifiers.
- const float hit_padding_x = style.TouchExtraPadding.x;
- const float arrow_hit_x1 = (text_pos.x - text_offset_x) - hit_padding_x;
- const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + hit_padding_x;
- if (window != g.HoveredWindow || !(g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2))
+ 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;
@@ -5382,16 +5801,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
bool toggled = false;
if (!is_leaf)
{
- if (pressed)
+ if (pressed && g.DragDropHoldJustPressedId != id)
{
if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))
toggled = true;
if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
- toggled |= (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2) && (!g.NavDisableMouseHover); // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
+ 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;
- 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;
+ }
+ 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)
@@ -5436,19 +5859,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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);
- RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
- LogRenderedText(&text_pos, log_suffix, log_suffix+2);
- }
- else
- {
- RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
- }
+ LogSetNextTextDecoration("###", "###");
+ RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
}
else
{
@@ -5464,13 +5878,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
else if (!is_leaf)
RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
if (g.LogEnabled)
- LogRenderedText(&text_pos, ">");
+ LogSetNextTextDecoration(">", NULL);
RenderText(text_pos, label, label_end, false);
}
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open;
}
@@ -5492,7 +5906,8 @@ void ImGui::TreePush(const void* ptr_id)
void ImGui::TreePushOverrideID(ImGuiID id)
{
- ImGuiWindow* window = GetCurrentWindow();
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
Indent();
window->DC.TreeDepth++;
window->IDStack.push_back(id);
@@ -5511,7 +5926,7 @@ void ImGui::TreePop()
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))
{
- SetNavID(window->IDStack.back(), g.NavLayer, 0);
+ SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect());
NavMoveRequestCancel();
}
window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;
@@ -5549,30 +5964,37 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
}
-bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
+// p_visible == NULL : regular collapsing header
+// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false
+// p_visible != NULL && *p_visible == false : do not show the header at all
+// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.
+bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
- if (p_open && !*p_open)
+ if (p_visible && !*p_visible)
return false;
ImGuiID id = window->GetID(label);
- flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0);
+ flags |= ImGuiTreeNodeFlags_CollapsingHeader;
+ if (p_visible)
+ flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
bool is_open = TreeNodeBehavior(id, flags, label);
- if (p_open)
+ if (p_visible != NULL)
{
// Create a small overlapping close button
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
// FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.
ImGuiContext& g = *GImGui;
- ImGuiItemHoveredDataBackup last_item_backup;
+ 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;
- if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y)))
- *p_open = false;
+ ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
+ if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
+ *p_visible = false;
last_item_backup.Restore();
}
@@ -5585,8 +6007,10 @@ 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();
@@ -5596,60 +6020,84 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
- if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
- PushColumnsBackground();
-
+ // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.
ImGuiID id = window->GetID(label);
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrLineTextBaseOffset;
- ImRect bb_inner(pos, pos + size);
ItemSize(size, 0.0f);
- // Fill horizontal space.
- ImVec2 window_padding = window->WindowPadding;
- float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
- float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x);
- ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
- ImRect bb(pos, pos + size_draw);
- if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
- bb.Max.x += window_padding.x;
-
- // Selectables are tightly packed together so we extend the box to cover spacing between selectable.
- const float spacing_x = style.ItemSpacing.x;
- const float spacing_y = style.ItemSpacing.y;
- const float spacing_L = 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);
+ // Fill horizontal space
+ // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.
+ const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;
+ const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;
+ const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
+ if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))
+ size.x = ImMax(label_size.x, max_x - min_x);
+
+ // Text stays at the submission position, but bounding box may be extended on both sides
+ const ImVec2 text_min = pos;
+ const ImVec2 text_max(min_x + size.x, pos.y + size.y);
+
+ // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.
+ ImRect bb(min_x, pos.y, text_max.x, text_max.y);
+ if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)
+ {
+ const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;
+ const float spacing_y = style.ItemSpacing.y;
+ const float spacing_L = IM_FLOOR(spacing_x * 0.50f);
+ const float spacing_U = IM_FLOOR(spacing_y * 0.50f);
+ bb.Min.x -= spacing_L;
+ bb.Min.y -= spacing_U;
+ bb.Max.x += (spacing_x - spacing_L);
+ bb.Max.y += (spacing_y - spacing_U);
+ }
+ //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }
+
+ // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable..
+ const float backup_clip_rect_min_x = window->ClipRect.Min.x;
+ const float backup_clip_rect_max_x = window->ClipRect.Max.x;
+ if (span_all_columns)
+ {
+ window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
+ window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
+ }
bool item_add;
if (flags & ImGuiSelectableFlags_Disabled)
{
- ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
- window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
+ ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
+ g.CurrentItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
item_add = ItemAdd(bb, id);
- window->DC.ItemFlags = backup_item_flags;
+ g.CurrentItemFlags = backup_item_flags;
}
else
{
item_add = ItemAdd(bb, id);
}
- if (!item_add)
+
+ if (span_all_columns)
{
- if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
- PopColumnsBackground();
- return false;
+ window->ClipRect.Min.x = backup_clip_rect_min_x;
+ window->ClipRect.Max.x = backup_clip_rect_max_x;
}
+ if (!item_add)
+ return false;
+
+ // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
+ // which would be advantageous since most selectable are not selected.
+ if (span_all_columns && window->DC.CurrentColumns)
+ PushColumnsBackground();
+ else if (span_all_columns && g.CurrentTable)
+ TablePushBackgroundChannel();
+
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0;
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
- if (flags & ImGuiSelectableFlags_PressedOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
- if (flags & ImGuiSelectableFlags_PressedOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
+ 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; }
@@ -5666,8 +6114,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
+ SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos));
g.NavDisableHighlight = true;
- SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);
}
}
if (pressed)
@@ -5690,21 +6138,20 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
}
- if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
- {
+ if (span_all_columns && window->DC.CurrentColumns)
PopColumnsBackground();
- bb.Max.x -= (GetContentRegionMax().x - max_x);
- }
+ else if (span_all_columns && g.CurrentTable)
+ TablePopBackgroundChannel();
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
- RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
+ 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))
+ if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.CurrentItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
CloseCurrentPopup();
- IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
return pressed;
}
@@ -5721,18 +6168,14 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags
//-------------------------------------------------------------------------
// [SECTION] Widgets: ListBox
//-------------------------------------------------------------------------
+// - BeginListBox()
+// - EndListBox()
// - ListBox()
-// - ListBoxHeader()
-// - ListBoxFooter()
-//-------------------------------------------------------------------------
-// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox
-// and promote using them over existing ListBox() functions, similarly to change with combo boxes.
//-------------------------------------------------------------------------
-// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature.
-// Helper to calculate the size of a listbox and display a label on the right.
-// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty"
-bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
+// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty"
+// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height).
+bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
@@ -5743,12 +6186,12 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
const ImGuiID id = GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
- // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
- ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
+ // Size default to hold ~7.25 items.
+ // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+ ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));
ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
- window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
g.NextItemData.ClearFlags();
if (!IsRectVisible(bb.Min, bb.Max))
@@ -5758,48 +6201,42 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
return false;
}
+ // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well.
BeginGroup();
- if (label_size.x > 0)
- RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+ if (label_size.x > 0.0f)
+ {
+ ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);
+ RenderText(label_pos, label);
+ window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);
+ }
BeginChildFrame(id, frame_bb.GetSize());
return true;
}
-// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// OBSOLETED in 1.81 (from February 2021)
bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
{
- // Size default to hold ~7.25 items.
- // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar.
- // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
- // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
- if (height_in_items < 0)
- height_in_items = ImMin(items_count, 7);
- const ImGuiStyle& style = GetStyle();
- float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f);
-
- // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
+ // If height_in_items == -1, default height is maximum 7.
+ ImGuiContext& g = *GImGui;
+ float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f;
ImVec2 size;
size.x = 0.0f;
- size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f);
- return ListBoxHeader(label, size);
+ size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f;
+ return BeginListBox(label, size);
}
+#endif
-// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
-void ImGui::ListBoxFooter()
+void ImGui::EndListBox()
{
- ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;
- const ImRect bb = parent_window->DC.LastItemRect;
- const ImGuiStyle& style = GetStyle();
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?");
+ IM_UNUSED(window);
EndChildFrame();
-
- // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
- // We call SameLine() to restore DC.CurrentLine* data
- SameLine();
- parent_window->DC.CursorPos = bb.Min;
- ItemSize(bb, style.FramePadding.y);
- EndGroup();
+ EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label
}
bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
@@ -5808,24 +6245,35 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* const item
return value_changed;
}
+// This is merely a helper around BeginListBox(), EndListBox().
+// Considering using those directly to submit custom data or store selection differently.
bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
{
- if (!ListBoxHeader(label, items_count, height_in_items))
+ ImGuiContext& g = *GImGui;
+
+ // Calculate size from "height_in_items"
+ if (height_in_items < 0)
+ height_in_items = ImMin(items_count, 7);
+ float height_in_items_f = height_in_items + 0.25f;
+ ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));
+
+ if (!BeginListBox(label, size))
return false;
- // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
- ImGuiContext& g = *GImGui;
+ // Assume all items have even height (= 1 line of text). If you need items of different height,
+ // you can create a custom version of ListBox() in your code without using the clipper.
bool value_changed = false;
- ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
+ ImGuiListClipper clipper;
+ clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
while (clipper.Step())
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
{
- const bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
item_text = "*Unknown item*";
PushID(i);
+ const bool item_selected = (i == *current_item);
if (Selectable(item_text, item_selected))
{
*current_item = i;
@@ -5835,7 +6283,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
SetItemDefaultFocus();
PopID();
}
- ListBoxFooter();
+ EndListBox();
if (value_changed)
MarkItemEdited(g.CurrentWindow->DC.LastItemId);
@@ -5849,14 +6297,19 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
// - PlotLines()
// - PlotHistogram()
//-------------------------------------------------------------------------
+// Plot/Graph widgets are not very good.
+// Consider writing your own, or using a third-party one, see:
+// - ImPlot https://github.com/epezent/implot
+// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
+//-------------------------------------------------------------------------
-void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size)
+int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size)
{
+ ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
- return;
+ return -1;
- ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
@@ -5871,7 +6324,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
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;
+ return -1;
const bool hovered = ItemHoverable(frame_bb, id);
// Determine scale from values if not specified
@@ -5896,13 +6349,13 @@ 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);
const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;
+ int idx_hovered = -1;
if (values_count >= values_count_min)
{
int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
// Tooltip on hover
- int v_hovered = -1;
if (hovered && inner_bb.Contains(g.IO.MousePos))
{
const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
@@ -5912,10 +6365,10 @@ 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;
@@ -5942,13 +6395,13 @@ 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;
@@ -5958,10 +6411,14 @@ 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
@@ -6051,13 +6508,6 @@ void ImGui::Value(const char* prefix, float v, const char* float_format)
//-------------------------------------------------------------------------
// Helpers for internal use
-ImGuiMenuColumns::ImGuiMenuColumns()
-{
- Spacing = Width = NextWidth = 0.0f;
- memset(Pos, 0, sizeof(Pos));
- memset(NextWidths, 0, sizeof(NextWidths));
-}
-
void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
{
IM_ASSERT(count == IM_ARRAYSIZE(Pos));
@@ -6115,10 +6565,10 @@ bool ImGui::BeginMenuBar()
clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false);
- window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
+ // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).
+ window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
window->DC.MenuBarAppending = true;
AlignTextToFramePadding();
return true;
@@ -6142,48 +6592,86 @@ 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)
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
- IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
+ IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check
FocusWindow(window);
- SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
- g.NavLayer = layer;
+ SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
+ g.NavDisableMouseHover = g.NavMousePosDirty = true;
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
}
}
+ IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
IM_ASSERT(window->DC.MenuBarAppending);
PopClipRect();
PopID();
- window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
- window->DC.GroupStack.back().EmitItem = false;
+ window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
+ g.GroupStack.back().EmitItem = false;
EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
- window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.MenuBarAppending = false;
}
-// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
+// Important: calling order matters!
+// FIXME: Somehow overlapping with docking tech.
+// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)
+bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags)
+{
+ IM_ASSERT(dir != ImGuiDir_None);
+
+ ImGuiWindow* bar_window = FindWindowByName(name);
+ if (bar_window == NULL || bar_window->BeginCount == 0)
+ {
+ // Calculate and set window size/position
+ ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
+ ImRect avail_rect = viewport->GetBuildWorkRect();
+ ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
+ ImVec2 pos = avail_rect.Min;
+ if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
+ pos[axis] = avail_rect.Max[axis] - axis_size;
+ ImVec2 size = avail_rect.GetSize();
+ size[axis] = axis_size;
+ SetNextWindowPos(pos);
+ SetNextWindowSize(size);
+
+ // Report our size into work area (for next frame) using actual window size
+ if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)
+ viewport->BuildWorkOffsetMin[axis] += axis_size;
+ else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)
+ viewport->BuildWorkOffsetMax[axis] -= axis_size;
+ }
+
+ window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
+ PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+ PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
+ bool is_open = Begin(name, NULL, window_flags);
+ PopStyleVar(2);
+
+ return is_open;
+}
+
bool ImGui::BeginMainMenuBar()
{
ImGuiContext& g = *GImGui;
+ ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+
+ // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
+ // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?
+ // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
- 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);
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
+ float height = GetFrameHeight();
+ bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags);
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
- if (!is_open)
- {
+
+ if (is_open)
+ BeginMenuBar();
+ else
End();
- return false;
- }
- return true; //-V1020
+ return is_open;
}
void ImGui::EndMainMenuBar()
@@ -6193,7 +6681,7 @@ void ImGui::EndMainMenuBar()
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
// FIXME: With this strategy we won't be able to restore a NULL focus.
ImGuiContext& g = *GImGui;
- if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest)
+ if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
FocusTopMostWindowUnderOne(g.NavWindow, NULL);
End();
@@ -6208,18 +6696,37 @@ 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. ImGuiStorage mapping key to last frame used.
+ if (g.MenusIdSubmittedThisFrame.contains(id))
+ {
+ if (menu_is_open)
+ menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+ else
+ g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values
+ return menu_is_open;
+ }
+
+ // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu
+ g.MenusIdSubmittedThisFrame.push_back(id);
+
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
bool pressed;
- bool menu_is_open = IsPopupOpen(id);
bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back());
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,
- // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup().
+ // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
@@ -6231,17 +6738,19 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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 += 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->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 - w);
- pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+ 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);
}
@@ -6313,10 +6822,10 @@ 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));
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
{
@@ -6331,13 +6840,13 @@ 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;
+ SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
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;
}
@@ -6371,36 +6880,39 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
- ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
+ 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
+ // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.
float w = label_size.x;
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
- pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
+ pressed = Selectable(label, selected, flags, ImVec2(w, 0.0f));
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->DC.MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(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->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
- RenderCheckMark(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);
+ 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));
+ IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.LastItemStatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
@@ -6427,44 +6939,61 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
// - TabBarFindTabById() [Internal]
// - TabBarRemoveTab() [Internal]
// - TabBarCloseTab() [Internal]
-// - TabBarScrollClamp()v
+// - TabBarScrollClamp() [Internal]
// - TabBarScrollToTab() [Internal]
// - TabBarQueueChangeTabOrder() [Internal]
// - TabBarScrollingButtons() [Internal]
// - TabBarTabListPopupButton() [Internal]
//-------------------------------------------------------------------------
+struct ImGuiTabBarSection
+{
+ int TabCount; // Number of tabs in this section.
+ float Width; // Sum of width of tabs in this section (after shrinking down)
+ float Spacing; // Horizontal spacing at the end of the section.
+
+ ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }
+};
+
namespace ImGui
{
static void TabBarLayout(ImGuiTabBar* tab_bar);
static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
static float TabBarCalcMaxTabWidth();
static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
- static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+ static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);
static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
}
ImGuiTabBar::ImGuiTabBar()
{
- ID = 0;
- SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
+ memset(this, 0, sizeof(*this));
CurrFrameVisible = PrevFrameVisible = -1;
- LastTabContentHeight = 0.0f;
- OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f;
- ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
- Flags = ImGuiTabBarFlags_None;
- ReorderRequestTabId = 0;
- ReorderRequestDir = 0;
- WantLayout = VisibleTabWasSubmitted = false;
LastTabItemIdx = -1;
}
-static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs)
+static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab)
+{
+ return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+}
+
+static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)
+{
+ const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
+ const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
+ const int a_section = TabItemGetSectionIdx(a);
+ const int b_section = TabItemGetSectionIdx(b);
+ if (a_section != b_section)
+ return a_section - b_section;
+ return (int)(a->IndexDuringLayout - b->IndexDuringLayout);
+}
+
+static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)
{
const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
- return (int)(a->Offset - b->Offset);
+ return (int)(a->BeginOrder - b->BeginOrder);
}
static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)
@@ -6509,17 +7038,20 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
g.CurrentTabBar = tab_bar;
+ // Append with multiple BeginTabBar()/EndTabBar() pairs.
+ tab_bar->BackupCursorPos = window->DC.CursorPos;
if (tab_bar->CurrFrameVisible == g.FrameCount)
{
- //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
- IM_ASSERT(0);
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
+ tab_bar->BeginCount++;
return true;
}
- // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
- // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user.
- if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1)
- 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)
+ ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
+ tab_bar->TabsAddedNew = false;
// Flags
if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
@@ -6530,11 +7062,15 @@ 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->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;
+ tab_bar->CurrTabsContentsHeight = 0.0f;
+ tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;
tab_bar->FramePadding = g.Style.FramePadding;
+ tab_bar->TabsActiveCount = 0;
+ tab_bar->BeginCount = 1;
- // Layout
- ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);
- window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
+ // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
// Draw separator
const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);
@@ -6560,15 +7096,24 @@ void ImGui::EndTabBar()
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!");
return;
}
+
+ // Fallback in case no TabItem have been submitted
if (tab_bar->WantLayout)
TabBarLayout(tab_bar);
// Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
- tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f);
+ {
+ tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);
+ window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;
+ }
else
- window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight;
+ {
+ window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;
+ }
+ if (tab_bar->BeginCount > 1)
+ window->DC.CursorPos = tab_bar->BackupCursorPos;
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
PopID();
@@ -6584,76 +7129,97 @@ 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 = (ImS16)tab_dst_n;
+
+ // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)
+ int curr_tab_section_n = TabItemGetSectionIdx(tab);
+ if (tab_dst_n > 0)
+ {
+ ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];
+ int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);
+ if (curr_tab_section_n == 0 && prev_tab_section_n != 0)
+ need_sort_by_section = true;
+ if (prev_tab_section_n == 2 && curr_tab_section_n != 2)
+ need_sort_by_section = true;
+ }
+
+ sections[curr_tab_section_n].TabCount++;
tab_dst_n++;
}
if (tab_bar->Tabs.Size != tab_dst_n)
tab_bar->Tabs.resize(tab_dst_n);
+ if (need_sort_by_section)
+ ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);
+
+ // Calculate spacing between sections
+ sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
+ sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
+
// Setup next selected tab
- ImGuiID scroll_track_selected_tab_id = 0;
+ ImGuiID scroll_to_tab_id = 0;
if (tab_bar->NextSelectedTabId)
{
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
tab_bar->NextSelectedTabId = 0;
- scroll_track_selected_tab_id = tab_bar->SelectedTabId;
+ scroll_to_tab_id = tab_bar->SelectedTabId;
}
// Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).
if (tab_bar->ReorderRequestTabId != 0)
{
- if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId))
- {
- //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
- int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir;
- if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size)
- {
- 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_to_tab_id = tab_bar->ReorderRequestTabId;
tab_bar->ReorderRequestTabId = 0;
}
// Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
if (tab_list_popup_button)
- if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x!
- scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
+ if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!
+ scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
- // Compute ideal widths
+ // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central
+ // (whereas our tabs are stored as: leading, central, trailing)
+ int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };
g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
- float width_total_contents = 0.0f;
+
+ // Compute ideal tabs widths + store them into shrink buffer
ImGuiTabItem* most_recently_selected_tab = NULL;
+ int curr_section_n = -1;
bool found_selected_tab_id = false;
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);
- if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected)
+ if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))
most_recently_selected_tab = tab;
if (tab->ID == tab_bar->SelectedTabId)
found_selected_tab_id = true;
+ if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)
+ scroll_to_tab_id = tab->ID;
// Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
@@ -6662,71 +7228,102 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;
tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x;
- width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth;
+ int section_n = TabItemGetSectionIdx(tab);
+ ImGuiTabBarSection* section = &sections[section_n];
+ section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
+ curr_section_n = section_n;
// Store data so we can build an array sorted by width if we need to shrink tabs down
- g.ShrinkWidthBuffer[tab_n].Index = tab_n;
- g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth;
- }
+ IM_MSVC_WARNING_SUPPRESS(6385);
+ int shrink_buffer_index = shrink_buffer_indexes[section_n]++;
+ g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n;
+ g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth;
- // Compute width
- const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x;
- const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f);
- float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f;
- if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown))
- {
- // If we don't have enough room, resize down the largest tabs first
- ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
- for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
- tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
+ IM_ASSERT(tab->ContentWidth > 0.0f);
+ tab->Width = tab->ContentWidth;
}
+
+ // Compute total ideal width (used for e.g. auto-resizing a window)
+ tab_bar->WidthAllTabsIdeal = 0.0f;
+ for (int section_n = 0; section_n < 3; section_n++)
+ tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;
+
+ // Horizontal scrolling buttons
+ // (note that TabBarScrollButtons() will alter BarRect.Max.x)
+ if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))
+ if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))
+ {
+ scroll_to_tab_id = scroll_and_select_tab->ID;
+ if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)
+ tab_bar->SelectedTabId = scroll_to_tab_id;
+ }
+
+ // Shrink widths if full tabs don't fit in their allocated space
+ float section_0_w = sections[0].Width + sections[0].Spacing;
+ float section_1_w = sections[1].Width + sections[1].Spacing;
+ float section_2_w = sections[2].Width + sections[2].Spacing;
+ bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();
+ float width_excess;
+ if (central_section_is_visible)
+ width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section
else
+ width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section
+
+ // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore
+ if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))
{
- 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->ContentWidth, tab_max_width);
- IM_ASSERT(tab->Width > 0.0f);
+ ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];
+ float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
+ if (shrinked_width < 0.0f)
+ continue;
+
+ int section_n = TabItemGetSectionIdx(tab);
+ sections[section_n].Width -= (tab->Width - shrinked_width);
+ tab->Width = shrinked_width;
}
}
// Layout all active tabs
- float offset_x = initial_offset_x;
- float offset_x_ideal = offset_x;
- tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored.
- for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ int section_tab_index = 0;
+ float tab_offset = 0.0f;
+ tab_bar->WidthAllTabs = 0.0f;
+ for (int section_n = 0; section_n < 3; section_n++)
{
- ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
- tab->Offset = offset_x;
- if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
- scroll_track_selected_tab_id = tab->ID;
- offset_x += tab->Width + g.Style.ItemInnerSpacing.x;
- offset_x_ideal += tab->ContentWidth + g.Style.ItemInnerSpacing.x;
- }
- tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f);
- tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f);
+ ImGuiTabBarSection* section = &sections[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)
tab_bar->SelectedTabId = 0;
if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)
- scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
+ scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
// Lock in visible tab
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
tab_bar->VisibleTabWasSubmitted = false;
// Update scrolling
- if (scroll_track_selected_tab_id)
- if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
- TabBarScrollToTab(tab_bar, scroll_track_selected_tab);
+ if (scroll_to_tab_id != 0)
+ TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
@@ -6742,10 +7339,18 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
{
tab_bar->ScrollingSpeed = 0.0f;
}
+ tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
+ tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
// Clear name buffers
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
tab_bar->TabsNames.Buf.resize(0);
+
+ // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DC.CursorPos = tab_bar->BarRect.Min;
+ ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);
+ window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);
}
// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.
@@ -6792,52 +7397,140 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
// Called on manual closure attempt
void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
- if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
+ IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button));
+ if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
{
// This will remove a frame of lag for selecting another tab on closure.
// However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
- tab->LastFrameVisible = -1;
- tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
+ tab->WantClose = true;
+ if (tab_bar->VisibleTabId == tab->ID)
+ {
+ tab->LastFrameVisible = -1;
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
+ }
}
- else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
+ else
{
- // Actually select before expecting closure
- tab_bar->NextSelectedTabId = tab->ID;
+ // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)
+ if (tab_bar->VisibleTabId != tab->ID)
+ tab_bar->NextSelectedTabId = tab->ID;
}
}
static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
{
- scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth());
+ scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());
return ImMax(scrolling, 0.0f);
}
-static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys
+static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)
{
+ ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);
+ if (tab == NULL)
+ return;
+ if (tab->Flags & ImGuiTabItemFlags_SectionMask_)
+ return;
+
ImGuiContext& g = *GImGui;
float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
int order = tab_bar->GetTabOrder(tab);
- float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f);
- float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f);
+
+ // Scrolling happens only in the central section (leading/trailing sections are not scrolling)
+ // FIXME: This is all confusing.
+ float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
+
+ // We make all tabs positions all relative Sections[0].Width to make code simpler
+ float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);
+ float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
- if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth()))
+ if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))
{
+ // Scroll to the left
tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
tab_bar->ScrollingTarget = tab_x1;
}
- else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth())
+ else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)
{
- tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f);
- tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth();
+ // Scroll to the right
+ tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);
+ tab_bar->ScrollingTarget = tab_x2 - scrollable_width;
}
}
-void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir)
+void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset)
{
- IM_ASSERT(dir == -1 || dir == +1);
+ IM_ASSERT(offset != 0);
IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
tab_bar->ReorderRequestTabId = tab->ID;
- tab_bar->ReorderRequestDir = (ImS8)dir;
+ tab_bar->ReorderRequestOffset = (ImS16)offset;
+}
+
+void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
+ if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)
+ return;
+
+ const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
+ const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);
+
+ // Count number of contiguous tabs we are crossing over
+ const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;
+ const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);
+ int dst_idx = src_idx;
+ for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)
+ {
+ // Reordered tabs must share the same section
+ const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i];
+ if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)
+ break;
+ if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))
+ break;
+ dst_idx = i;
+
+ // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.
+ const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;
+ const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;
+ //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255));
+ if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))
+ break;
+ }
+
+ if (dst_idx != src_idx)
+ TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);
+}
+
+bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)
+{
+ ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);
+ if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))
+ return false;
+
+ //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
+ int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset;
+ if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)
+ return false;
+
+ // Reordered tabs must share the same section
+ // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)
+ ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
+ if (tab2->Flags & ImGuiTabItemFlags_NoReorder)
+ return false;
+ if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))
+ return false;
+
+ ImGuiTabItem item_tmp = *tab1;
+ ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;
+ ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;
+ const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;
+ memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));
+ *tab2 = item_tmp;
+
+ if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
+ MarkIniSettingsDirty();
+ return true;
}
static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
@@ -6851,13 +7544,6 @@ 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;
@@ -6868,30 +7554,44 @@ 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_select;
+ return tab_to_scroll_to;
}
static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
@@ -6909,7 +7609,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
arrow_col.w *= 0.5f;
PushStyleColor(ImGuiCol_Text, arrow_col);
PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
- bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview);
+ bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);
PopStyleColor(2);
ImGuiTabItem* tab_to_select = NULL;
@@ -6918,6 +7618,9 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ if (tab->Flags & ImGuiTabItemFlags_Button)
+ continue;
+
const char* tab_name = tab_bar->GetTabName(tab);
if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
tab_to_select = tab;
@@ -6934,6 +7637,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
//-------------------------------------------------------------------------
// - BeginTabItem()
// - EndTabItem()
+// - TabItemButton()
// - TabItemEx() [Internal]
// - SetTabItemClosed()
// - TabItemCalcSize() [Internal]
@@ -6951,9 +7655,11 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
- IM_ASSERT_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!");
+ IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
return false;
}
+ IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
+
bool ret = TabItemEx(tab_bar, label, p_open, flags);
if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
{
@@ -6973,13 +7679,29 @@ void ImGui::EndTabItem()
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
- IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!");
+ IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
return;
}
IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
- window->IDStack.pop_back();
+ PopID();
+}
+
+bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
+ return false;
+ }
+ return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder);
}
bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)
@@ -6996,7 +7718,9 @@ 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);
@@ -7005,6 +7729,9 @@ 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;
@@ -7023,37 +7750,35 @@ 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_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);
tab->ContentWidth = size.x;
+ tab->BeginOrder = tab_bar->TabsActiveCount++;
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
+ const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
tab->LastFrameVisible = g.FrameCount;
tab->Flags = flags;
// Append name with zero-terminator
- tab->NameOffset = tab_bar->TabsNames.size();
+ tab->NameOffset = (ImS16)tab_bar->TabsNames.size();
tab_bar->TabsNames.append(label, label + strlen(label) + 1);
- // If we are not reorderable, always reset offset based on submission order.
- // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!)
- if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
- {
- tab->Offset = tab_bar->OffsetNextTab;
- tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x;
- }
-
// Update selected tab
if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
- tab_bar->NextSelectedTabId = id; // New tabs gets activated
+ if (!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
- tab_bar->NextSelectedTabId = id;
+ 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;
@@ -7063,11 +7788,15 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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;
}
@@ -7078,15 +7807,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
// Layout
+ const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
size.x = tab->Width;
- window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(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);
@@ -7101,17 +7834,17 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
}
// Click to Select a tab
- ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap);
+ ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap);
if (g.DragDropActive)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
- if (pressed)
+ if (pressed && !is_tab_button)
tab_bar->NextSelectedTabId = id;
hovered |= (g.HoveredId == id);
// Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)
- if (!held)
+ if (g.ActiveId != id)
SetItemAllowOverlap();
// Drag and drop: re-order tabs
@@ -7122,19 +7855,17 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
{
- if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
- TabBarQueueChangeTabOrder(tab_bar, tab, -1);
+ TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
}
else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
{
- if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
- TabBarQueueChangeTabOrder(tab_bar, tab, +1);
+ TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
}
}
}
#if 0
- if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->ContentWidth)
+ if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)
{
// Enlarge tab display when hovering
bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
@@ -7152,14 +7883,17 @@ 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, tab_bar->FramePadding, label, id, close_button_id);
+ const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
+ bool just_closed;
+ bool text_clipped;
+ TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
if (just_closed && p_open != NULL)
{
*p_open = false;
@@ -7173,15 +7907,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
// We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores)
- if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered())
- if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip))
+ if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered())
+ if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
+ IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected
+ if (is_tab_button)
+ return pressed;
return tab_contents_visible;
}
// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
-// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem()
+// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().
+// Tabs closed by the close button will automatically be flagged to avoid this issue.
void ImGui::SetTabItemClosed(const char* label)
{
ImGuiContext& g = *GImGui;
@@ -7189,9 +7927,9 @@ void ImGui::SetTabItemClosed(const char* label)
if (is_within_manual_tab_bar)
{
ImGuiTabBar* tab_bar = g.CurrentTabBar;
- IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem()
ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
- TabBarRemoveTab(tab_bar, tab_id);
+ if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
+ tab->WantClose = true; // Will be processed by next call to TabBarLayout()
}
}
@@ -7214,7 +7952,7 @@ 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));
+ const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));
const float y1 = bb.Min.y + 1.0f;
const float y2 = bb.Max.y - 1.0f;
draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
@@ -7228,18 +7966,32 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
- draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize);
+ draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);
}
}
// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
-bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id)
+void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped)
{
ImGuiContext& g = *GImGui;
ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ if (out_just_closed)
+ *out_just_closed = false;
+ if (out_text_clipped)
+ *out_text_clipped = false;
+
if (bb.GetWidth() <= 1.0f)
- return false;
+ return;
+
+ // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)
+ // But right now if you want to alter text color of tabs this is what you need to do.
+#if 0
+ const float backup_alpha = g.Style.Alpha;
+ if (!is_contents_visible)
+ g.Style.Alpha *= 0.7f;
+#endif
// Render text label (with clipping + alpha gradient) + unsaved marker
const char* TAB_UNSAVED_MARKER = "*";
@@ -7252,6 +8004,13 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
}
ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
+ // Return clipped state ignoring the close button
+ if (out_text_clipped)
+ {
+ *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;
+ //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));
+ }
+
// Close Button
// We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
// 'hovered' will be true when hovering the Tab but NOT when hovering the close button
@@ -7260,11 +8019,12 @@ 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;
+ 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)))
@@ -7279,432 +8039,18 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
text_pixel_clip_bb.Max.x -= close_button_sz;
}
+ // 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);
- return close_button_pressed;
-}
-
-
-//-------------------------------------------------------------------------
-// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
-// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
-//-------------------------------------------------------------------------
-// - GetColumnIndex()
-// - GetColumnCount()
-// - GetColumnOffset()
-// - GetColumnWidth()
-// - SetColumnOffset()
-// - SetColumnWidth()
-// - PushColumnClipRect() [Internal]
-// - PushColumnsBackground() [Internal]
-// - PopColumnsBackground() [Internal]
-// - FindOrCreateColumns() [Internal]
-// - GetColumnsID() [Internal]
-// - BeginColumns()
-// - NextColumn()
-// - EndColumns()
-// - Columns()
-//-------------------------------------------------------------------------
-
-int ImGui::GetColumnIndex()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
-}
-
-int ImGui::GetColumnsCount()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
-}
-
-float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm)
-{
- return offset_norm * (columns->OffMaxX - columns->OffMinX);
-}
-
-float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset)
-{
- return offset / (columns->OffMaxX - columns->OffMinX);
-}
-
-static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
-
-static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index)
-{
- // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
- // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
- IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
-
- float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
- x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
- if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
- 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;
- columns->Splitter.SetCurrentChannel(window->DrawList, 0);
- int cmd_size = window->DrawList->CmdBuffer.Size;
- PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
- IM_UNUSED(cmd_size);
- IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
-}
-
-void ImGui::PopColumnsBackground()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- ImGuiColumns* columns = window->DC.CurrentColumns;
- if (columns->Count == 1)
- return;
- columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
- PopClipRect();
-}
-
-ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
-{
- // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
- for (int n = 0; n < window->ColumnsStorage.Size; n++)
- if (window->ColumnsStorage[n].ID == id)
- return &window->ColumnsStorage[n];
-
- window->ColumnsStorage.push_back(ImGuiColumns());
- ImGuiColumns* columns = &window->ColumnsStorage.back();
- columns->ID = id;
- return columns;
-}
-
-ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
-{
- ImGuiWindow* window = GetCurrentWindow();
-
- // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
- // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
- PushID(0x11223347 + (str_id ? 0 : columns_count));
- ImGuiID id = window->GetID(str_id ? str_id : "columns");
- PopID();
-
- return id;
-}
-
-void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
-
- IM_ASSERT(columns_count >= 1 && columns_count <= 64); // Maximum 64 columns
- IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
-
- // Acquire storage for the columns set
- ImGuiID id = GetColumnsID(str_id, columns_count);
- ImGuiColumns* columns = FindOrCreateColumns(window, id);
- IM_ASSERT(columns->ID == id);
- columns->Current = 0;
- columns->Count = columns_count;
- columns->Flags = flags;
- window->DC.CurrentColumns = columns;
-
- columns->HostCursorPosY = window->DC.CursorPos.y;
- columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
- columns->HostClipRect = window->ClipRect;
- columns->HostWorkRect = window->WorkRect;
-
- // Set state for first column
- // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
- const float column_padding = g.Style.ItemSpacing.x;
- const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
- const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
- const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
- columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
- columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
- columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
-
- // Clear data if columns count changed
- if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
- columns->Columns.resize(0);
-
- // Initialize default widths
- columns->IsFirstFrame = (columns->Columns.Size == 0);
- if (columns->Columns.Size == 0)
- {
- columns->Columns.reserve(columns_count + 1);
- for (int n = 0; n < columns_count + 1; n++)
- {
- ImGuiColumnData column;
- column.OffsetNorm = n / (float)columns_count;
- columns->Columns.push_back(column);
- }
- }
-
- for (int n = 0; n < columns_count; n++)
- {
- // Compute clipping rectangle
- ImGuiColumnData* column = &columns->Columns[n];
- float clip_x1 = 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.ClipWith(window->ClipRect);
- }
-
- if (columns->Count > 1)
- {
- columns->Splitter.Split(window->DrawList, 1 + columns->Count);
- columns->Splitter.SetCurrentChannel(window->DrawList, 1);
- PushColumnClipRect(0);
- }
-
- // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
- float offset_0 = GetColumnOffset(columns->Current);
- float offset_1 = GetColumnOffset(columns->Current + 1);
- float width = offset_1 - offset_0;
- PushItemWidth(width * 0.65f);
- window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
- window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
- window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
-}
-
-void ImGui::NextColumn()
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems || window->DC.CurrentColumns == NULL)
- return;
-
- ImGuiContext& g = *GImGui;
- 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;
- }
- PopItemWidth();
- PopClipRect();
-
- const float column_padding = g.Style.ItemSpacing.x;
- columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
- if (++columns->Current < columns->Count)
- {
- // Columns 1+ ignore IndentX (by canceling it out)
- // FIXME-COLUMNS: Unnecessary, could be locked?
- window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
- columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
- }
- else
- {
- // New row/line
- // Column 0 honor IndentX
- window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
- columns->Splitter.SetCurrentChannel(window->DrawList, 1);
- columns->Current = 0;
- 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;
-
- PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
-
- // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
- float offset_0 = GetColumnOffset(columns->Current);
- float offset_1 = GetColumnOffset(columns->Current + 1);
- float width = offset_1 - offset_0;
- PushItemWidth(width * 0.65f);
- window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
-}
-
-void ImGui::EndColumns()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- ImGuiColumns* columns = window->DC.CurrentColumns;
- IM_ASSERT(columns != NULL);
-
- PopItemWidth();
- if (columns->Count > 1)
- {
- PopClipRect();
- 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 = columns->HostWorkRect;
- 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 0
+ if (!is_contents_visible)
+ g.Style.Alpha = backup_alpha;
+#endif
- if (columns_count != 1)
- BeginColumns(id, columns_count, flags);
+ if (out_just_closed)
+ *out_just_closed = close_button_pressed;
}
-//-------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
diff --git a/src/imgui/imstb_textedit.h b/src/imgui/imstb_textedit.h
index 2077d02ae..764467097 100644
--- a/src/imgui/imstb_textedit.h
+++ b/src/imgui/imstb_textedit.h
@@ -148,6 +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
@@ -170,14 +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,
@@ -337,6 +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
@@ -855,12 +857,16 @@ retry:
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;
@@ -869,17 +875,25 @@ retry:
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;
@@ -901,17 +915,25 @@ retry:
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;
@@ -926,11 +948,14 @@ retry:
stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
- // can only go up if there's a previous row
- if (find.prev_first != find.first_char) {
+ for (j = 0; j < row_count; ++j) {
+ float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+
+ // can only go up if there's a previous row
+ if (find.prev_first == find.first_char)
+ break;
+
// now find character position up a row
- float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
- float x;
state->cursor = find.prev_first;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0;
@@ -952,6 +977,14 @@ retry:
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;
}
@@ -1075,10 +1108,6 @@ retry:
state->has_preferred_x = 0;
break;
}
-
-// @TODO:
-// STB_TEXTEDIT_K_PGUP - move cursor up a page
-// STB_TEXTEDIT_K_PGDOWN - move cursor down a page
}
}
@@ -1134,7 +1163,7 @@ 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'
- // {DEAR IMGUI]
+ // [DEAR IMGUI]
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
@@ -1350,6 +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/imgui/imstb_truetype.h b/src/imgui/imstb_truetype.h
index 193338afb..fc815d745 100644
--- a/src/imgui/imstb_truetype.h
+++ b/src/imgui/imstb_truetype.h
@@ -2538,11 +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.
@@ -4132,7 +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;
@@ -4302,7 +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; // [DEAR IMGUI] commmented double assignment
+ //orig[1] = y; // [DEAR IMGUI] commented double assignment
// make sure y never passes through a vertex of the shape
y_frac = (float) STBTT_fmod(y, 1.0f);